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/tg/ - Traditional Games


File: 1340161677347.jpg-(1.96 MB, 2179x3059, westeros-essos-map.jpg)
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All right you magnificen/tg/ent's, it is time for A Game of Thrones Quest. Yeah, we talked about it last night, so hear it is. Get in hear and lets make ourselves a noble lord, create a house, and start mixing it up with the great and the low. Will we become as rich as a Lannister? Perhaps we will be an awesome viking badass like the Greyjoy's of Pyke? Or maybe as powerful and lordly like the Tyrells?

To start it all off, lets take a vote: Where we're you born?
(You can pick from anywhere in Westeros, and the Free Cities of the Stepstones)
>>
AAAAAAAAAAAAAAAND shameless self-bump.
>>
rolled 5, 3, 4 = 12

>>19550420
>To start it all off, lets take a vote: Where we're you born?

Obviously we roll for it.
>>
North of the Wall
>>
FUKC OFF.
>>
>>19550440
The Westerlands! We're rich, bitch!
>>
I vote the north
>>
>>19550440
That works as well. Just a heads up? The ASoIaF RPG book was edited pretty heavily to make this a bit more interesting.
>>
>>19550440
Dice = Gods

Time to always pay our debts.
>>
A 12 puts our birthplace in the Riverlands, so we have a vote for the Riverlands, the Westerlands, and the North.
>>
For those of us who want to just roll, the Old Gods of the 6-sider have given us the Riverlands... So unless there is a clamor of protest, that is what we are going to go with.
>>
I'm cool with anything but westlands. Hell give me dorn over that shit
>>
>>19550504
>A 12 puts our birthplace in the Riverland

What sorcery is this?
>>
The gods have spoken so let it be
>>
Ok, so then lets roll 3d6 to see our gender, the level of society we were born into, and the circumstances of that birth.
>>
rolled 5, 1, 2 = 8

OK, let's get to stabbing some backs.
>>
>>19550655
That makes us the second-born male, born to a lord and lady sworn to House Tully.

Gimme another 3d6 to see what kind of education and training we received from our family, and start debating what the fuck our name will be. Don't worry about last names yet, since we will get to that later.
>>
rolled 1, 1, 5 = 7

>>19550715

For House Tully, and the Riverlands!
>>
"Dice+3d6"
>>
>>19550744
That gives us a Martial primary education, with an Academic secondary education.

Befitting the second-born of a noble house, we were raised to be a commander of men, trained in the ways of the sword, lance and horse. However, just because we learned how to be a warrior doesn't mean that our parents neglected a more comprehensive education. Maesters and Septons schooled us in the ways of the faith, the noble families of Westeros, and everything from sums to the names of the stars in the nighttime sky.

Give me another 3d6 to roll up our temperament and history.
>>
rolled 5, 2, 2 = 9

>>19550845

Sounds like we're a true leader of men, both in times of war and peace, wise and honourable.

We're already dead.
>>
>>19550845

Why not? Also this rolling for it stuff is silly when we can choose XD
>>
>>19550890

Aaaaand dice fail.
>>
rolled 6, 5, 3 = 14

>>19550845
>>
rolled 4, 1, 3 = 8

>>19550845
fuck yeah that sounds like a good setup
>>
>Cunning and Brave
Our rise among our peers and relatives happened through cunning, our mind quick enough to deceive and outmaneuver rivals and competitors for the attention and praise of our Lord father and knighted uncles through our sharp mind and clever wits. However, as a young man we rescued a visiting relative from a fire that broke out in the stable, earning a bit of praise for bravery.

Next, we need another 3d6 to see how we rose to power.
>>
rolled 1, 6, 2 = 9

>>19551001

Maybe we're not as dumb as we look...
>>
File: 1340163943195.gif-(479 KB, 500x281, NICE.gif)
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rolled 5, 5, 6 = 16

>>19551001
So we can actually get shit done.
>>
>Squired for a Lord and Feat of Arms
We squired for a lord after we left home, a bannerman for the great Jon Arryn in the Vale. While we were too young to participate in the War of the Ninepenny Kings, we did acquit ourselves with valor in a particularly vicious clash against the Burned Men in the Mountains of the Moon, slaying three of the raiders and rescuing the brother of the knight we were squiring for.

Now let's see how things get interesting... Roll a single d6 to see what happens to our older brother.
>>
rolled 3 = 3

Oh, boy.
>>
rolled 5 = 5

>>19551125
So apparently we're pretty badass.
>>
rolled 3 = 3

>>19551125

Whatever happened to him, I certainly had nothing to do with it!
>>
rolled 3 = 3

here we goooooooooooooooooo
>>
File: 1340164657305.jpg-(146 KB, 843x540, Ser_Gregor__s_men_by_serclegan(...).jpg)
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can we have a band of badass men-at-arms like Ser Gregor?
>>
Well, our older brother still sits our families seat in the Riverlands, learning ever more from our father as his age and old wounds take more of a toll on him year after year. He is the heir, standing to gain control of all lands, titles, and holdings. We bear him.... no serious bad will over that.

Dodged a bullet there. Now, time to see where we ended up. Give me d12 /tg/, and lets see where fate took us.
>>
rolled 11 = 11

>>19551206
C'mon, soldier of fortune!
>>
rolled 8 = 8

>>19551206
Please be soldier of fortune!
>>
>>19551247
. . .
Are you me?
>>
rolled 6 = 6

>>19551251
...I don't think so?
>>
>>19551268
derp, left my dice on.
>>
>>19551286
>>19551268
>>19551247
>>19551234

I am all of you. Sorry I didn't get the memo.
>>
>>19551234
>>19551247
Hive-mind detected, initiating neutron purge.

>8. The Reach.
God knows how, but we were granted a small stretch of land in the Reach, serving the mighty House Tyrell as a vassal and bannerman.

So we need another 3d6 to see where in the Reach we are, how we got there, and what we are doing there now.
>>
rolled 3, 1, 1 = 5

>>19551327

Man, is this the life, or what?
>>
rolled 1, 1, 2 = 4

>>19551327
Damnit, I was hoping for a Brynden tully type scario.
>>
rolled 3, 3, 2 = 8

>>19551327
>>
It seems that the Tyrells heard about us when our lord was at tourney, discussing his capable squire who would soon be making their vigil before the Seven. In exchange for our pledge of loyalty, they promised us land the likes of which sent us salivating.

Trouble is, now we have a toss up. The land section we rolled for is either the Arbor, the Shield Islands, or the coast along the Redwyne straits. This is too big of a deal to leave up to the capricious gods of the dice, so I leave it to you, my players. Where will our new home be?
>>
>>19551409

Hrmmm... Ima have to go with the Arbor because then we deal with the Dornishmen and I like them.
>>
>>19551409
The Redwyne Straits. If I remember correctly, it is a very active shipping lane, meaning we can make a fortune off tariffs.
>>
Arbor!
>>
>>19551409
The Arbor, so we can hang out with Dornishmen.
And Dornish girls of course.
>>
rolled 3, 6, 5 = 14

>>19551409

Let's go for the Straits. We're close enough to the Arbor but we're still on the mainland.
>>
>>19551409
the Shield Islands
>>
The Arbor has it, with the Redwyne Strait coming in a close second... Unless there is a sudden swing in the votes, we might be in wine country lads.
>>
>>19551409
Voting for The Shield Islands. Let's fight some Ironborn!
>>
everyone knows a house run by folk from 4chan would end up like House Frey
>>
>>19551514
A petty cockmangler with dozens of wives?
Please, this is /tg/, we rock so much spaghetti we wouldn't be able to get ONE wife.
>>
So it seems that we are on the mainland-facing side of the Arbor, transplanted across untold leagues and not an insignificant bit of water to a place that will be our new home. For the second son of the Riverlands, that is more adventure than anyone would expect, but we hunger for more.

All right guys, now we need a name, both our's, and of our House (of which we are the first member). While you are thinking, start musing about shield designs as well.
>>
>>19551530

I would suggest a black cat, but that's my family's coat of arms. See, cats are lucky with sailors, but unlucky to the general populace. Perfect for a warlike maritime leader.

Or I like the idea of a Black Fox, fits with the Tyrell/Tully thing.
>>
>>19551530
As for our family? We were originally of House Terrick, a small house on the Green Fork of the Trident. To this day, we keep a battered shield of oak in our armory. The deep purple of the background highlighted by the painted gold of the border and the four fierce hawk heads counter charged on its worn, proud face.

Our brother, Colmar, gave it to us when we first left for the Vale, and it twice saved us from the stone axes and wicked arrows of the Mountain clans.
>>
Whatever the coat of arms is it should have a blue background for our roots in riverrun
>>
>>19551530
How about a sailing ship, warship, or galley of some sort against a mountain backdrop? To show how we've come from the Vale to hold land in the Arbor?
>>
>>19551602
>>19551638
A blue background would be good, as it reflects our past and our current life out on the Arbor. A black cat or fox could be symbolic of both our cleverness, a lucky homage to keep the sea happy with us, and a gesture to the Tyrell's.... Anyone else have any other ideas?
>>
>>19551638
>>19551662
Set it against a rich blue background to symbolise our familial origins.
>>
>>19551638
>>19551625
>>19551662
>>19551530
>>19551602
a black galley against a blue mountain?
>>
>>19551662
Also good.
>>
>>19551680
I like this one.
>>
What we have right now (semi-nailed down) is a background of dark blue with a black charge on the front.... Remember guys, the background doesn't need to be solid either, and whatever we use as the charge, we can use it to both evoke our past and our future, while also reflecting ourselves and the house we are pledged to.

But so far, black symbol on blue field seems to be winning.
>>
>>19551680
I like this. But maybe a fruit tree or vine of some kind to represent the arbor and a blue background for riverlands
>>
mood music anyone?
http://www.youtube.com/watch?v=hBcXe2B97TQ
>>
>>19551680
That's a tincture against a tincture, which is technically a no-go, but it wouldn't be the first ASoIaF arms to violate that rule.
>>
>>19551713
>>19551680
>>19551721
How about a solid blue background, a deep blue that evokes either the sea or the deepest parts of mighty rivers. A single, black galley could be placed dead center, prominent and imposing. The border might be green vines or roots, far brighter than our device and background to show our home and our liege lords?

I am by no means dictating, by the way. I am just trying to compile.
>>
File: 1340167519569.jpg-(11 KB, 146x147, 4chan Wait.jpg)
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Is the map in the OP supposed to look like a nasty old hag with Nigel Thornberry checking out her rear end?
>>
>>19551760
This seems like a fair compromise, we don't really NEED the mountains, I just thought it might be a decent thing to include given our time spent there, and our experiences fighting the mountain clans.
>>
>>19551778
Goddammit now I can't unsee that!
>>
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>>19551778
CANNOT UNSEEE
>>
>>19551785
We could use them as Ordinaires? Perhaps as a darker or lighter blue along the base?
>>
Where exactly is Arbor? I don't see it labeled on the map.
>>
>>19551793
>>19551796
i can't SEE it
>>
>>19551778
>>19551796
FUUUUUUUUUUUUUUUUU-
...Thanks guys.
>>
>>19551778

I see the hag but I don't see Nigel.
>>
>>19551806
>>19551814
Nigel is the island on the right, hair going up, the peninsula on the bottom as his mustache or chin if you like that better, and the outcropping right above that is presumably his nose with an eye-lake and eyebrows above that.
>>
>>19551805
The island in the southwest corner.
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>>19551803
Sounds good. I feel like we should move on if it's at all possible, given the direction the conversation has taken.
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File: 1340168082842.jpg-(1.02 MB, 2179x3059, Nigel Thornberry examines an o(...).jpg)
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>>19551879
A good idea. I was busy making a potential shield... Don't say I never gave you guys anything.

So Lets get the hardcore crunch on. 5d6 guys. Also, we need a house name and words... So start working on those as you roll.
>>
File: 1340168244526.jpg-(67 KB, 481x359, smashing.jpg)
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>>19551843
>>19551889

Ah. NOW I see it.

Smashing.
>>
rolled 4, 5, 6, 2, 6 = 23

>>19551911
>>
And this will be preserved in the archives forever.
>>
>>19551911
"If you did something right, no one will be sure you did anything at all."

I feel it is good for our cunning-ness. It might be a bit long though.
>>
>>19551911
Definitely include the white sails. The entire point of "always have the field a tincture and the charge a metal, or vice versa" is so your arms stand out and are easy to identify.
>>
>>19551726
http://www.youtube.com/watch?v=CxLJcaGAlpU
>>
Ok, So lets see what our house looks like. Initial outlook is like this:

Defense 33
Influence 43
Lands 33
Law 28
Population 38
Power 38
Wealth 43

We are situated on the Arbor (look to the bottom left of the map) and we still need that name. Next up, lets roll a single d6 to see the history of the foundation of our house.
>>
How about Kartas as a family name?
>>
rolled 5 = 5

Forgot dice
>>
rolled 2 = 2

>>19552044
It's a small thing, but what about The Kartans, instead?
>>
>>19552093
Sounds milky. How about Karban?
>>
>>19552059
My face when:
Well, that is three history events. Lets roll them.
>Favor
>Windfall
>Favor.

What the fuck /tg/. Why does House Tyrell love you so goddamn much?
>>
>>19552127
Because we're awesome.
>>
>>19552127
Oh, dude, you might wanna tripfag up so quest hating trolls can't impersonate you.
>>
>>19552137
It seems so. Give me 4d6 for the first favor.
>>
rolled 1, 4, 1, 6 = 12

>>19552156
>>
rolled 5 = 5

>>19552127
We're fucking House Karban, that's why.
>>
>>19552173
Karban? Anyone got any objections to that?
>>
>>19552164
Nice rolls, by the way. Ok guys, give me another 4d6 for our second Favored roll.
>>
rolled 6, 5, 3, 5 = 19

>>19552203
>>
rolled 4, 5, 2, 5 = 16

How's this?
>>
>>19552214
Even fucking better.... Now, give me the truly ridiculous 10d6 for our Windfall.
>>
rolled 2, 3, 5, 2, 3, 2, 3, 4, 6, 5 = 35

>>19552230
>>
rolled 4, 2, 2, 2, 1, 2, 2, 1, 1, 4 = 21

>>19552230
>>
>>19552230
So, what do all these rolls add up to?
>>
A young knight, we moved to the Arbor to become a sword knight and bannerman to House Redwyne in the greater service of House Tyrell. We were gifted generous lands and power, which we used as if they were one of the blades we trained with, over and over again as a young lad. Our mind was sharp, managing our lands with masterful precision and a deft hand, increasing the output of the smallfolk while cracking down on smugglers and others who would take the precious liquids of the Arbor and sell them without paying our lord's taxes. To reward us, we were gifted with even more power and land, and our wealth grows with each season.

>Current Power:

Defense 35
Influence 58
Lands 44
Law 36
Population 40
Power 56
Wealth 54
>>
>>19552305
Dear god we're rich and influential. I mean dayumn.
>>
>>19552305
Now what?
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File: 1340170232184.jpg-(72 KB, 378x363, I Like It.jpg)
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>>19552305
>Wealth 54
>>
>>19552305

I have no basis for understanding the strength of these numbers. Are they great or terrible?
>>
>>19552305
>>19552343
What are the max numbers? 100? What can we do with them?
>>
>>19552343
Those numbers, especially the Power, Wealth and Influence are fucking absurd.

>>19552359
They tend to run from 0-70, 70 being absolutely absurd and 0 being shit. For example we have similar influence to House Tully or Martell, less than Baratheon, Stark and Lannister, but still quite a lot of it. In Power we have quite a large force of soldiers, we are extremely rich.
>>
File: 1340170532493.jpg-(32 KB, 400x400, Advice_Darkeldar.jpg.jpg)
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We sleep on a fucking bed of gold and bathe in wine and coccaine
>>
>>19552391
>we are extremely rich.
As rich as a Lannister?
>>
>>19552305
These are some ridiculous numbers I tell you h'wat
>>
>>19552323
Yeah... I mean, jesus fuck are we loaded. And apparently, we are the most fucking popular girl at prom or something, because our Influence is huge. Like, laughably huge.

Anyways, getting back to the grind. House Karban is just five years old, and we are a man of twenty four, unmarried and full of the fire youth brings. After rising early, the choppy waves ruining any chance of sleep, we climb the ladder to mount the deck of a galley we are sailing back to our home after a small excursion to Oldtown. Just on the horizon, as dawn is breaking, we can see the shores of the Arbor, a land of plenty and wealth that it is our sword duty to guard with our lives. A few moments of peace are ours, before a small voice grumbles behind us. Turning, we see Geoffry Halston, a loyal steward in the service of House Redwyne, holding a small bundle of letters. "Ser, these are the reports of how your lands have faired during your mission to Oldtown. As you can see, the vintage was plentiful and your treasury has grown, as has word of your exploits... Which letter should we examine first?"

>Which to address first?
> Lands
>Wealth
>Influence
>>
>>19552402

Not quite there but getting close I think.
>>
>>19552416
>Lands
Best to look to our home before worrying about our neighbors or our bank account.
>>
>>19552416
Influence then wealth then lands.
>>
>>19552416
Also, for some sense of fairness, we might want to do a 1:1 trade on Influence for some stats we might spend (wealth, land, power) so that we somewhat more closely resemble a new house. Because right now, we are basically shooting magical fairy gold coins out of every orifice.
>>
I vote for lands first, then influence, then wealth. We need to know what to do first and then find out what we have in the coffers before we commit to anything.

Besides, our lands are kind of the weakest among our stats right now, and they could do with a bolstering.
>>
>>19552416

Lands, that's where our wealth comes from in the first place.
>>
>>19552416
Influence.

We should also soon pray to the Seven for our good fortune. A pious prayer every now and then never hurt anyone.
>>
>>19552416
Start with lands, then Influence, than wealth. We know we are rich as hell, that isn't going to change, but keeping an eye on our lands and our neighbors is important.
>>
>>19552449
How exactly does that process work and what can we trade for other things?
>>
>>19552416
Influence.
>>
>>19552449
Do we own the whole Arbor island and that little one to the north? If not, I think I know our first mission...
>>
>>19552478

Yeah, I think we got to much land to be a minor house in the Arbor. With those stats we may as well be the Redwynes.
>>
>>19552465
Mechanically, it is a 1:1 trade that takes about 3 months to do. Fluff wise, it is like you trading in favors, visiting and hosting powerful nobles, and hobnobbing and shit.

It seems that our Influence is the first thing we must address. Geoffry unrolls numerous scrolls, and we look at our standing among the royal houses.

>Crunch
Now, normally you spend Influence to either increase House Fortune rolls, or you spend it to have heirs and the like. Unfortunately for us, we have no wife as of now. So guys, unless we want to have a bastard, the only thing we can use it on is increasing our fortunes down the line.
>>
Man oh man, this guy is 24 with a 5 year old house and he's already got enough pull to be a pretty big player on the political scene.

I wonder what his brother must be like, or whether he is jealous?
>>
>>19552502
>With those stats we may as well be the Redwynes.
Oh SHIT!
We're a potential threat to the power of the house to which we are sworn.
We must be careful, lest they arrange our demise at the hands of our enemies in order to remove that threat.
>>
>>19552502
Remember, you have to spend that shit to get anything, and Island property is expensive as fuck. Things like towns and bountiful fields also jack up land values... So in the north, we would own the equivalent of Rhode Island. But since we are on the Arbor, it is like dealing with Manhattan property prices.
>>
>>19552521
Spend it on finding a godsworn to serve as our court chaplain. Or whatever the Westeros equivalent is.
>>
>>19552521
Can we use influence in order to get a beautiful bosomy blushing bride for some other (influential) house?
>>
>>19552521

Perhaps trade in 16 of our influence for 16 wealth. Lannisters ain't got shit on us.
>>
>>19552550

A nice pretty wife with good connections should be easy to find with all the land, wealth and influence we have.
>>
We need to find a highlord's daughter to marry to form an alliance with a strong house then begin to move to consolidate or position on the arbor.
>>
>>19552550
We absolutely can. Getting a political marriage made could either cost us Influence, or bring us in a windfall of dowry. And maybe even just get a smoking hot Dornish wife, and laugh at everyone who thinks that's weird as we lounge around with a gorgeous bitch on a bed of gold coins.

However, for 5 Influence, we could let the houses know that we are indeed looking for a bride, and they could start sending us hordes of bitches for us to examine.
>>
>>19552571
We must not squander it. We must hoard influence so that a larger, more aggressive, house does not steamroll us.

In the mean-time, I propose a military takeover of the whole of the Arbor.

Exactly how much of it do we own? Could you highlight it on the map?
>>
>>19552580
>And maybe even just get a smoking hot Dornish wife, and laugh at everyone who thinks that's weird as we lounge around with a gorgeous bitch on a bed of gold coins.
>smoking hot Dornish wife
SHUT UP AND TAKE MY INFLUENCE.png
>>
>>19552580
Spend that shit. We need to get the most beautiful bitch in all of Westeros.
>>
>>19552588
>Implying the king wouldn't get involved and take all our of our wealth.

We're a new house we must consolidate our holdings, maybe get a few more banner houses. Get a good relationship with the faith of the seven, etc
>>
>>19552580
Get a smoking hot Dornish wife, of good status and who is clever and so on. If we can't just get one like that then send some letters to the Dornishmen informing them of our desire to wed.
>>
>>19552580

I say we spend 5 and let the bitch train commence. We can always pick out the best choice from the houses that send women.
>>
We need to know exactly what we control before we proceed further.
>>
Send the horde or bitches
>>
>>19552618
This.
Dornish wife guys.
Dornish. Wife.
>>
>>19552588
>>19552591

Why not the daughter of our direct liege lord securing our place and influence in the Arbor without steeping into own the Redwyne.
>>
>>19552591
I figured that would make /tg/ pay attention.

>>19552588
We won't 100% know until we spend our Lands stats to acquire property.

So /tg/, it seems that we are spending 5 Influence to let folks know we are growing tired of an empty, cold bed. Unless anyone says otherwise, that will conclude our business with Influence, and we will move on to Lands.... Unless we want to do that 1:1 swap (maxing it at 10 right now, as to keep shit balanced).
>>
>>19552626
>>19552621
I second these motions
>>
>>19552637
http://www.youtube.com/watch?v=sn2l2_v6Ur8
Well, this seems... a tad appropriate. Here's to the power of House Karban!
>>
>>19552637
We may swap it for lands, but we must have knowledge of our lands first. Let's move on and know what he have before trading it all away.
>>
>>19552637
I think we are good
>>
>>19552637

What about switching some of it for more power? It would be nice to have an incredibly strong army.
>>
>>19552655
Seems fair, so just deducting the tiny portion for the initial casting of Summon Bitches.

Geoffry understands that you will come back to it, and drags out the huge, heavy, leather-bound tome that records the ownership of lands. "Here we are, ser. Let us examine the extent of your holdings here, and see how you have managed Lord Paxter's lands."

>Crunch
Current Land Stat: 44

Plains cost 5, and Hills cost 7. The fact that they are Island turf increases their individual cost by +8. So that will show you how fast Island territory eats up that budget. Having our land contain forests, towns, rivers and prosperous fields makes them cost even more.
>>
>>19552697
How much land is available on Arbor, how much do we own, and where is it located? Get a picture or something, preferably.

Also, are we using our land stat to buy more land or our wealth stat to buy more land? How does that work and how does it transfer to being represented by a stat?
>>
>>19552697

I think mainly we need some prosperous fields and rivers to kept our wealth flowing. They gave us this land but we made it a money making machine.
>>
>>19552733
Mainly, you use your Land stat to buy land, although you can exchange your Wealth stat for Land as time goes on (basically, buying land). But remember that as a Feudal system, much and most of this land was gifted to us by the Redwyne family, and we watch it for them.

Picture is incoming, as I dick around in Paint.

>>19552739
One unit of prosperous fields and rolling plains near the coast would cost us 17 Land, with a following 8 Land if we wanted to own the coast as well (which we might want to do, if we want access to the sea).
>>
>>19552783

If we wanted to have the coast, perhaps with our keep and a port, how much would it cost?
>>
>>19552783

Good and add a river and lets see if we can get a port (maybe a small one if they are expensive).
>>
File: 1340172882724.jpg-(39 KB, 452x350, Arbor Turf.jpg)
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Picture has arrived. The circled, red section would be the equivalent of a Coast area and a section of prosperous plains. Basically, not a lot.
>>
>>19552783
We do want to own the coast, we'll want a port of some kind given how useful that is for trade.
>>
So we spend "Land" to buy land, how is our land represented in our stats?
>>
>>19552783
yeah I like the sound of this
>>
>>19552842

I think we are suppose to spent it all.
>>
>>19552827

Can we get a price list?
>>
We should try to own a lot of coast that that we may control imports and exports. Then tariffs.
And of course some farmland to back up our army.

That circle is about what we'd buy, not our actual holdings, you mean. Right?
>>
>>19552809
>>19552824
A section of accessible coast at the terminus of a river that has a small town at the mouth would cost us 28 Lands. Now, a small town is anywhere between 400 and 1000 people. A Large town, with a population of 1k-5k on that same turf would run us 38 Lands. However expensive that would be, it would also give us incredibly potent tools to get fucking rich.
>>
Wait a minute it sounds like we are just watching the land for our lord. Let's not spend it yet, it might offend them.
>>
>>19552873
That looks good, we'll expand it over time with our MASSIVE wealth, which we should get more of as time goes on.

It's an important location, it isn't big but we have some serious trade influence.
>>
>>19552873

We could trade for 11 more lands and we are golden.
>>
I say load up on as many plains prosperous fields as we can get and still have a coastal port.
>>
>>19552893

We might want to go with a small town, and use the remaining wealth to buy up more fields further inland.
>>
>>19552873

Go for the Large town, can can buy the land we need for it.
>>
>>19552873
Large town, end of river. Spend all 38 and then we keep the last 6 just in case we need it later. Also make sure all of our lands connect in some fashion or we can truly fuck ourselves.

Most importantly though, we get fucking rich, buy more land, make more money, buy more eland, control Arbor island, now we are militarily a much more difficult target.
>>
>>19552893
I agree.
>>
Shouldn't towns be buy with Population?
>>
Since island land costs so much is there any advantage in owning it? Besides the fact its an island and so more defensible
>>
>>19552987

Lots of money from trade and the best wines in the continent are grow on this island.
>>
Ok then large town for the port and then buy a few plains to start growing our own wine
>>
>>19553031

prosperous fields
>>
>>19553043
Yeah that.
>>
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>>
Am I able to post yet?
>>
Hey guys, can I post yet?
>>
Please tell me my laptop works again.
>>
Fucking hell yeah. Thanks to everyone who hung in there. Fucking wind did shit to me.

So, do I need to post a list of Land prices or are we all pretty much agreed on what we want to purchase here?
>>
>>19553335

It seems to be working

Post land prices
>>
BASE LAND UNITS
----
Wetlands - 3
Plains - 5
Hills - 7

MODIFIERS
----
Stream +1
River +2
Road +5

Coast +3
Island +10
Grasslands +1
Fertile Earth +2
Woods +1
Forest +3

Hamlet +5
Village +10
Small Town +20
Large Town +30
Small City +40
Large City +50
>>
>>19553382

I think we'll just stick with the large town, river plan posted earlier for 38, banking our final 6 for now.
>>
>>19553382
Lands 44

Plains : -5
Fertile Earth -2
River -2
Road -5
Coast -3
Large Town -30
total= 47

Current Land Stat: 44

Lets buy 3 more land with our influence or wealth and we are set for now.
>>
>>19553414
That generally seemed to be the consensus. So we currently have a large town, called Saltmouth, on our land. It straddles the mouth of a large, moderately strong river called the Windingwater that snakes from the highland springs in the center of the Arbor. Nearly four thousand souls live within the wooden and wattle walls of Saltmouth, handling the bustling trade and numerous ships that pass in and out of your docks.

>Crunch
Unless anyone has any other plans, we are now moving on to wealth.
>>
>>19553436
We probably will do the influence trade soon, and then buy some more land then. I am rushing now to try and make up for lost time.
>>
>>19553456
That seems to cover it, mechanically it counts as Large Town (30), on plains (5), with a river (2). We would have to put it on a coast (3) as well for it to be against the sea. So that's 40 right there, we might want to add a road and maybe fertile earth for crops, but we'll need to trade a bit more for that.
>>
Geoffry puts away the heavy leather tome, taking pains to ensure the spray of the sea avoids the illuminated velum pages. "Finally ser, that brings us to your accounts. As you can see by these figures, you have quite a sizable holding after the last harvest." He draws your eyes to the list of numbers that represent the small treasury you have amassed over the last several years, and the things it has bought you.

>Crunch
Ok guys, time to put some of that money we have to work.
Potential Purchases
----
Master Artisans - 10 Wealth (Random super-skilled professional on your payroll)
A Guild Headquarters - 15 Wealth (Controls quality and prices, and lowers costs for you)
A Maester - 10 Wealth (Gives advice, can heal you, teach your kids, ect)
A Sept - 15 Wealth (A church for the smallfolk, and it brings in learned septons and sisters who can have positive effects)
A Marketplace - 10 Wealth (Generates more cash, and faster. Plus, more items to buy)
Mine - 10 Wealth (Self Explanatory. Good for construction and for sale.)
Dockyards - 10 Wealth (Lets you build and repair ships)
A Port - 10 Wealth (Lets you unload ships quickly, manage their inventory, and make huge amounts of cash)
Mill - 10 Wealth (Good for sawing lumber of grinding grain. Choose one)
>>
>>19553456

Onto wealth we go
>>
>>19553589
Maester.
Definitely a Maester.
>>
>>19553589
Currently, we have 54 Wealth, which will grow and shrink depending on harvests, loan payments we owe, the hosting of turneys and raising of armies, ect.

Wealth, like Lands, Power, and Defense, are only really useful when you spend em. However, unlike the others, Wealth can be put to use at a moments notice, so it is good to keep a little liquidity on your balance sheets.
>>
>>19553609

A port, dockyard, marketplace, Maester, and a Mine, leaving the rest of the wealth liquid.
>>
A Maester seems to be a clear leading choice. Anyone got any other votes?
>>
>>19553589
We have wealth 54 right?

Ok first thing we need is a Maester and a Port. That takes out 20.

Dockyards would be very useful as well. Marketplace will pay for itself in time. That's 40.

Then a Mine, it's a full +5 on fortune rolls.

I'd like to have more liquid but this means we have trade goods, a marketplace, we can build ships and trade like a motherfucker.
>>
>>19553652
This.
The lack of liquidity will hurt us for now but we can recover it soon enough.
>>
>>19553652
So the general idea seems to be "Dump all our cash into infrastructure so that we can become the richest fucker ever?"

... I can dig it.

Geoffry makes several 'tsk tsk' noises as he goes over the accounts with you. Clearly, he is of the mind that all the money you have sunk into the land is a fools endevor, as it does not leave you very much for luxury or whatever other expensive things the nobility are wont to do... But you know that this is surely the path to power. "Well ser, the accounts seem in order, if depressed from what they were a few months ago... Shall I call for Ser Cargill and ask him to review the defenses with you? Or would you prefer me to wake Maester Rory so that he may see his new posting for the first time?"
>>
>>19553652
i like this
>>
>>19553691
Let's start with our Maester.

>>19553679
We just got a +8 on house fortune, and if any of it brings in +1 wealth it becomes +1d6+1 wealth, so we just have to make it until then.
>>
>>19553691

Lets meet our Maester
>>
The middle-aged man climbs the creaking wooden steps to the forecastle of the Cog to stand by your side, munching on a hunk of coarse black bread and offering you some bacon from a small, grease-stained cloth. "My lord... I have never been one for the sea. But the sight of that..." He just nods to the slowly growing band of green on the horizon, and he is right. The Arbor is beautiful, and you can just make out the black, brown and jagged smear that is Saltmouth sneaking out from the green of the hills and grey of the beaches. When you recruited him in Oldtown, you knew that he was an excellent find: he had forged his chain nearly a decade ago, and had served the late Lord Risley near the Westerland Mountains before he had succumb to women and wine, dying peacefully (if a touch in debt) in his bed. The man's mind was impressive, and he wasn't quite 35. You had wanted someone who could keep up with you, both physically and mentally, and you believe to have found yourself as fine a maester as you could want.

>Crunch
Wat do?
>>
>>19553758

Hot.
Dornish.
Wife.
>>
>>19553758
So, Maester Rory, given that we're going to be working with each other I'd like to ask a large favor of you. I would like you to always speak your mind to me, when I am about to embark on idiocy I wish you to tell me of my idiocy instead of staying quiet because of my position. If you have a clever idea don't be afraid to bring it up, I am going to be relying on you in the coming days and I would like it if we could also be friends as well as the relationship between Maester and Lord.

Do you have any suggestions for the coming days, and any insight on which houses are likely to send potential brides and which ones of those I should focus my attentions onto.
>>
>>19553822
Fucking hear that.

So, we still need to address our Power and Defense, which is lucky, because Ser Cargill joins the two of us at the fore, bring a bit more bacon, which we happily accept.

"Lord? Might we address the matter of the defenses of our lands? I know you hadn't wanted to address it until we returned home, but I feel now is as fine a time as any."

>Power or Defense first?
>>
>>19553824
this.
>>
>>19553824
This.
And this: >>19553822
>>
>>19553839
Let's do Defense, it'll be quick and easy, then we'll fiddle with Power and Armies and maybe even Bannermen.
>>
defence.
>>
>>19553839

Power
>>
>>19553839
Defense
>>
>>19553824
As Ser Cargill is scaring up some mugs of beer to hold a crudely drawn map in place on the small camp table up there (the wind is picking up a bit), your new maester turns to you. "My lord? Most of the nobility I have met would rather not... Well, if you think that is best, ser. I will endevor to always give you the best, most honest council I can. I swear it upon my chain." He touches it with those words. It is clear you maybe caught him a bit off-guard with that, but he seems to be giving you a bit more respect now that he knows you just don't want a sycophant.
>>
Your pledged knight returns, beers in hand, and pins down his little map. "As you can see, Ser, our holdings are all drawn up around the mouth of the river, here. While they do extend nearly half a league inwards, our immediate defense will be upon the sea and in the shallow waters of the beaches." He pauses to take a drink, before continuing. "Now, about the seat of your house..."

>CRUNCH
So, Defense is almost entirely about the construction of fortifications, while power includes all men under our banner. The list of fortifications are:
Grand Castle -60,
Superior Castle -50,
Castle -40,
Small Castle-30,
Mott and Bailey-25,
Hall-20,
Tower-10,
Outpost-5

The more expensive a fortification is, the bigger, more defensible, and tougher it is. Also, larger fortifications can hold more troops, more supplies for a siege, and often make incredibly comfy residences.
>>
>>19553906

I suppose we have a small castle and perhaps an outpost.
>>
>>19553906
go for small castle since that's the best we can get.
>>
>>19553874
I would be a fool to not seek honest council, houses have fallen and decayed when men have rejected it. Thank you.


>>19553906
We've got 35 defense right?

The two primary options are Small Castle and Outpost or Mott and Bailey and Tower. Personally I prefer Castle and Outpost.
>>
>>19553906
Small Castle and an Outpost.
We can get more later.
>>
>>19553934
A Small Castle isn't that tiny, either. We are talking several towers (2-5), a curtain wall at least 20 feet high, and a central keep.

Now, an Outpost is normally something like a strongly-built inn with a chest-high wall around it. It is a place for rangers and patrols to be when checking out distant lands... It would be a bit foolish to have one in our (currently) tiny holdings with a castle sitting right next door. The again, if we really want to spend that extra five, we could have our castle on a little island in the middle of the Windingwater? Just would need to decide if we wanted it attached to the bridges that cross the river, or apart from them?
>>
>>19550420

Hey /tg/, what books is all of this based off of?

I kind of want to run a game of it with some mates.
>>
>>19553906
so i'm guessing that a grand castle would be like winterfell yes? and a small castle would have one or two walls around it?
>>
>>19553969
Good point about the outpost.
Hmmmmmm...
Maybe keep the extra five liquid for now, use it later once we can afford something nicer.
(and no, I'm not >>19553934)
>>
>>19553974
Yeah. There are very, very few Grand Castles on the continent (Winterfell, the Red Keep, and Casterly Rock do come to mind, however). A small castle generally only has one wall, though. But it is at a minimum 20 feet high, and probably more like 35 or so.
>>
>>19553976
this is a good plan i think. we save the extra five for when we expand our holdings.
>>
>>19553976

this
>>
>>19553973
The Green Ronin A Song of Ice and Fire RPG.

http://www.mediafire.com/?hgji825b7y1a2af
>>
if we get the small castle can we dump ten points into it later to make it a castle or do we need to pay 40 for one?
>>
>>19554026
No, upgrading an existing castle is possible. Otherwise, the construction of places like Winterfell would have been impossible.

Cargill highlights the defenses of your castle, pointing out the lines of fire from your four round towers, and how bowmen atop the keep can rake the walls with fire if they are ever gained by an enemy. "Ser, Castle Salt is able to withstand 3 months of siege when properly stockpiled. The wells are deep, and the tunnels underneath the castle itself are very strong. The river gate is being reinforced with stout timbers from the Kingswood, if that scoundrel of a carpenter is telling the truth for once. It is a fine seat for your lordship."
>>
>>19554060
Cool, it may not be Winterfell but it's reasonably secure, especially given that we're on an island so they'll have to land ships to attack on.

Note for the military, we need to have a fleet. First for defense, second to deal with the pirates that'll spring up around this commerce hub.
>>
>>19554084
Hey, 4chan is alive again. Damn that was annoying.
>>
>>19554149
agreed.
>>
>>19554060
When we get to Power, we should probably get a Warship unit, maybe at trained or Veteran. Given how little land we have and how much power we have it might be prudent to get 1 or 2 banner houses instead of lots of troops.

We'll want a garrison unit probably. Maybe some Sailors, a Personal Guard would be nice though they're expensive as hell.

As for our character, we'll want a number of points specializing in Stewardship to run this place well. We'll want to pump Persuasion high, specialties in Bargain and Convince wouldn't go awry. We should be decent at fighting but not focus much on it, we'll want good Warfare.
>>
Anyone kind enough to give me some quick info about what's going on?
>>
>>19555389

I don't know... being a great fighter inspires respect from our men and fills the hearts of our enemies with fear.
>>
>>19555469
Princely is running a Quest, set in Westeros from "A Song of Ice and Fire". He is using the aSoIaF RPG as a basis. We rolled extremely well and are far richer and more influential than we ought to be.
>>
>>19555508

So, eventually, the DM is going to try to fuck us
>>
>>19555517
Well yeah, it's aSoIaF, if the world didn't try to fuck with us it'd just be wrong.

Our current goal is to make piles of money and acquire a Smoking Hot Dornish Wife.
>>
bumping this thread, because this is interesting.
>>
>Opwillsurelydeliver.jpg
>>
Can we post again?
>>
OP has to deliver.
>>
BTW what book is everyone using to make all this ASIAF houses?
>>
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>>19556739
The Green Ronin One.
>>
Hot Dornish wife please?
>>
bumping this thread
>>
bump
>>
desperate bump
>>
frantic bump
>>
worrying bump
>>
hopeful bump
>>
>>19550420
Guys, guys, chill. No doubt Princely is just at work, and will continue to run this game when he gets back. In the interim, if we must bump the thread, let us do so with constructive ideas, rather than mindless bumps.
For instance: Tournaments. I think we should definitely look into them as a means of Influence gain. For a mere 4-6 wealth, we could increase influence by 1d6. 5-9, and we gain 1d6+3.

Alternatively, we could discuss what Power holdings we want to consider for his return.
My thoughts: given our character and abilities, I see us a a small elite force. Something like: Elite Garrison, 2 units veteran sailors, and elite warships (assuming we can make these without the coastline, since we have dockyards) for a total cost of 41 of our 56 power.
>>
My loyal posters, THE GAME IS BACK ON.

Yes, when we crashed last night I had to actually sleep, since holding one of those job-thingies is occasionally an issue. However, I have a fresh six pack of Newcastle, just got home from the office, and am entirely ready to get into it.

So when last we had the opportunity to talk, we were discussing the units under our control.

>Crunch
I know people had talked a lot about getting several warships, for good reason. Our current Power score is at a huge 56, which is really damn nice.
>>
>>19557817
The Elite Garrison sounds like a solid idea, to defend our castle. That's 9 power points, dropping us down to 47.

The Veteran Sailors are going to each be 9, dropping us 18 power points to 29.

Then the Elite Warships drop us 16 points to 13, leaving us 13 to spend.

Maybe we could drop one of the sailors to trained, invest in a trained Personal Guard or Infantry? Personal Guard just seems like a solid investment, even if the trained ones cost 9 points.
>>
>>19557998
Sweet, you're back. Yeah, we're checking units right now. Maybe you could post the cost values and the whole green, trained, veteran, elite thing so that people without the books can check out the costs?
>>
>>19557998
I still see Nigel Thornberry checking out an old lady's rump.
>>
>>19558073
You should. It one of those "oh fuck" moments when I had worried that I had inadvertently hijacked my own thread from myself with stupidity.

UNITS
-----
Archers cost 4
Infantry costs 5
Cavalry costs 5
Garrisons cost 3
Warships cost 8
Sailors cost 5
Engineers cost 3
Peasant Levies cost 1, but reduce our population as we just conscript folks off the street.

Now, keep in mind folks, that those are base prices for barely trained, green units. A trained unit costs two Power more, while a veteran unit of highly skilled and experienced troops costs a further three points on top of all that. More soldier options will become available as time goes on
>>
>>19558182

Lets keep the Sailors and the Warships at trained level.

A trained Garrison and a veteran Personal Guard. will serve for now or needs for now.

All that could cost us 33 power, a good power-base and plenty spare power to use if we need to.
>>
Ser Cargill goes on, saying "This cog, and another like it, also are your property, as they are pledged to the lord of Castle Salt. Currently, the Flatfish is being repaired in the docks from a nasty bit of storm damage that nearly splintered its mast. Our dear Arborrunner here is just fine though, and shouldn't need time in the docks for another few months."
>>
>>19558316

A trained Garrison and a veteran Personal Guard will serve our needs for now.
>>
>>19558182
We have 56 Power, so let's go.
Firstly, I think we want to invest in a veteran garrison to hold Castle Salt. That's going to be 6 points, leaving us with 50 to spend.

Next, let's invest in some Warships. I think we should go for two fleets, maybe one veteran and one trained. That's going to be 11 for the veteran, leaving us with 39 to spend. If we go for the trained, then that's 10, leaving us with 29 to spend.

We should go for some sailors next, I'm thinking one Veteran at least, so that's 8, leaving us with 21 more points to spend. Then, we could go for a trained sailors, for 7, leaving us with 14.

Maybe we should go for a personal guard? That's going to be 11 for a Veteran personal guard, leaving us with 3. That's my thinking, I suppose.
>>
>>19558316
So the Garrison, Sailors, and Warship seem to be agreed upon.... Should we keep them at trained? Or do we want a slightly more experienced force?

As for the personal guard, that unit (while very small) would be a huge boon to us, as any experienced, mounted, loyal, and absolutely deadly group of knights and yeomen will certainly keep us a lot safer than just our own swordarm.
>>
>>19558182
In case anyone doesn't know, each unit consists of either 100 men, 20 men and horses, or 5 warships. Depending on the unit.
>>
>>19558389
I think we should go for at least a trained personal guard unit, preferably a veteran one.
>>
>>19558389

The personal guard should be veteran, while the Garrison, Sailors, and Warship can be trained. If we feel like hunting pirates and smugglers we can bump up the Warship to veteran.
>>
>>19558359

I like the cut of your jib
>>
Ser Cargill goes on, at length, about our men-at-arms. "Ser Rory Wallgrave is an excellent Master-at-Arms, and has trained your men well, lord. The garrison of Castle Salt is not overly large, but they would acquit themselves well if your seat was ever attacked. The Sea Guard is also prepared, with four hulls already under sail and another being finished now. Captain Jorge Caswell is as experienced a seaman as you could want, and he will command our ships well. As for the Steel Guard... Well, those men would follow you anywhere, but you know that already.

>Acquired: 1 Veteran Warship, 1 Trained Garrison, 1 Trained Sailors, 1 Veteran Personal Guard

>Power: -12 on warship, -5 on Garrison, -9 on Sailors, -11 on Personal Guards
19 Remaining.
>>
So do we want the second set of warships and marines? Or no.
>>
What are engineers good for? Do they repair/build our walls, boats, and siege engines?
>>
>>19558646

I think 1 set is good, I mean 5 veteran warships will do the job for now.
>>
>>19558663
Engineers are good for everything from building bridges, collapsing enemy walls, repairing our own fortifications, making field fortifications, helping to cut roads... Basically, they are a combat multiplier, rather than an effective combat unit in and of themselves.
>>
>>19558646
It's a trade off, certainly. A trained warship and trained sailors unit is going to cost us 11 and 7 points respectably, leaving us with only one point... but it's a fairly good investment. I'm for it.
>>
>>19558687
>>19558682
Seems we are one v. one on this issue...Anyone else want to have their voice heard?
>>
>>19558683
Seeing as how we don't even have infantry yet, I don't think engineers are a wise investment.
>>
>>19558720

One warship is all we need for now.
>>
>>19558720
>>19558720

One fleet of veteran warships will do, with trained sailors/marines to utilize them to their full potential. We'll expand the fleet next turn, right now we just need to solidify our local waters.
>>
It seems that he we are going to sit on the rest of our Power stat. Lets take a compiled look at what we have now.

Defense 5, with a small castle (Castle Salt) on the banks of the Windingwater in the town of Saltmouth.
Influence 53, with the word slowly circulating that perhaps we will soon be looking for a wife.
Lands 6, with the large town of Saltmouth straddling the mouth of the Windingwater as the river empties into the Rewyne Strait. Our stretch of coastline is small, but it is fertile.
Law 36, which means that while bandits and smugglers are not common, neither are they unheard of. However, our lands are generally safe and law-abiding.
Population 40, which means we have just over 4000 people living in Saltmouth, with two small fishing villages spread along the nearly 12 leagues of coastline we control.
Power 19, with a unit of veteran personal guards called the Steel Guard, a veteran fleet of 5 war galleys carrying an additional 100 trained sailors, and 100 well-trained members of the Garrison of Castle Salt under the command of our Master at Arms, Rory Wallgrave.
Wealth 4, with the town of Saltmouth having a fully operational port, dock, a bustling marketplace, a maester named Ben Risley, and a small iron mine in the hills along the banks of the Windingwater.
>>
>>19558825

I thought it was a castle not a small castle.
>>
>>19558825
Which brings us back to what we were discussing last night... Do we trade in some of our sky-high Influence for more land or wealth? The trade will be at a 1:1 ratio for either, with a maximum of 10 Influence being able to be traded in, and split between those two however we like.
>>
holy hell, the dice have chosen to make this house a mary sue house...

I like it. Keep it on good sirs. With that kind of luck and skill, maybe our lord can bring light to the dark in this World?
>>
>>19558853

On one hand Wealth allows us to expand more, but on the other more Land in the long term should bring in more gold or am I wrong?
>>
>>19558842
A normal castle costs 40 Defense, however we can spend Defense over time to increase the size of our seat. Right now, Castle Salt has a 35 foot curtain wall that is nearly ten feet thick, a strong gatehouse, five rounded towers that are 45 feet tall, and a small area of grounds surrounding the main keep which rises to a majestic 60 feet of grey stone. There is also a river-gate in one of the towers, which allows smaller vessels to come adjacent to the wall and unload directly into the castle.

Our keep isn't overly large, but it does have plenty of space for our garrison, a fair number of visiting guests, all our servants, advisers, and personal guard, along with a few craftsmen who live within the curtain wall.
>>
>>19558874
You are not wrong.
>>
>>19558853

Please, go for the Land, so much Influence just doesnt make sense for such a young guy. Try to get some plains with arable land, preferably inland so we dont need to pay the island cost...
>>
>>19558853

I say lets increase our law and land.


>>19558865

We are suppose to cunning and our huge spending into our town could explain our Windfall and than explains the second favor.
>>
>>19558825

Just popping my head in, Maesters give up their surnames. If this has already been addressed and he's a sort of Maester or something, disregard.
>>
>>19558927
Thanks for the catch. My notes got jumbled and our maester served House Risley, he wasn't a member. Trying to condense them into a easier to follow format.

>>19558904
>>19558914
It seems we have two votes for doing a swap... Should we go all the way to the limit, or just do 5? Get in here and vote it up.
>>
>>19558951
Let's go for the whole 10.
>>
>>19558955

Agreed
>>
That will bring us up to a 16 in land, giving us the option for increasing our holdings...

For 16, we can get fertile plains inland along the Windingwater (I am giving us a little break on the River since we spent out the ass for our first land space). And if you guys wanted, we could move our mine to there too, just because our coastline is currently really, really crowded.
>>
>>19558990

What about a hill, we actually need that for the mine.
>>
>>19558990
Voting for this. Plains are just generally solid, and I want the fortune bonus from the mine.
>>
>>19558990
Do it.
>>
>>19559001

Agreed, take the plains, we can expand land again later for a more favorable mine position, but move it to the plains for now.
>>
>>19558990

Could we also spend our liquid defense to put an Outpost on the new land we just acquired
>>
UPDATED STATS

Defense 5, with a small castle (Castle Salt) on the banks of the Windingwater in the town of Saltmouth.
Influence 43, with the word slowly circulating that perhaps we will soon be looking for a wife.
Lands 0, with the large town of Saltmouth straddling the mouth of the Windingwater as the river empties into the Rewyne Strait. Our stretch of coastline is small, but it is fertile with numerous olive groves and fields for grazing. We also have a stretch of fertile plains that border the Windingwater on the western side, with a handful of farmsteads and thorps tending to the rolling fields of wheat, barley, olive orchards, and small sheep pastures.
Law 36, which means that while bandits and smugglers are not common, neither are they unheard of. However, our lands are generally safe and law-abiding.
Population 40, which means we have just over 4000 people living in Saltmouth, with two small fishing villages spread along the nearly 12 leagues of coastline we control.
Power 19, with a unit of veteran personal guards called the Steel Guard, a veteran fleet of 5 war galleys carrying an additional 100 trained sailors, and 100 well-trained members of the Garrison of Castle Salt under the command of our Master at Arms, Rory Wallgrave.
Wealth 4, with the town of Saltmouth having a fully operational port, dock, a bustling marketplace, a maester named Ben, and a small iron mine back along the banks of the Windingwater.
>>
>>19559039
This is also true guys... Anyone think that we should do this as well?
>>
>>19559067

May as well, the War is about to break isn't it?
>>
>>19559058
>>19559058

Lets spent a little more influence on law to get it to 41.
>>
>>19559112
Currently, the king is Aerys Targaryen. To what war are you speaking?

>>19559117
We just maxed out our Influence swap for this cycle. Give it some time, however, and we can pull the trade again and get the last of those damn criminals off our land.
>>
>>19559172

My apologies confused with another ASoIF thread.
>>
>>19559172Currently, the king is Aerys Targaryen.

Thank you Princely, its nice to see people use moments in time other than the reign of Robert.
>>
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>>19559172

So in what year of his Reign are we?
>>
Ser Cargill finishes his explanation of our forces and their current disposition, and excuses himself to head down below decks to prepare his possessions, as the thin green band of the Arbor is now close enough that you can pick out individual shapes, and you can see the haze of cook fires about Saltmouth. Ben stretches and scratches, his patchy brown beard flecked with grey, walking down towards the mast to steal some conversation from a few of the men tending the sail.

You turn, mug of beer in hand, and head down to the deck. You can see a few of your Steel Guard preparing chests and making final checks of their own baggage. You nod to Ser Martin Crane as he polishes his winged helm, shake the hand of Ser Brandon Cordwayner as he is belting his bastard sword across his shoulders, and tease Ser Anders Bushy as he loses another stack of stags to Iylaria Venti, the Braavosi and only woman in your guard. You head to your room, and quickly check over your arms and armor, tucked away in a heavy cedar chest.

>Roll 4d6 to see what kind of armor and weapons we have with us.
>>
rolled 1, 4, 6, 5 = 16

>>19559269

Lets see.
>>
rolled 5, 1, 6, 2 = 14

>>19559269
>>
rolled 4, 3, 6, 6 = 19

>>19559269
>>
>>19559243
It is the year 278, and House Targaryen rules the 7 Kingdoms, as they have for nearly three centuries. The Dragon Prince Rhaegar is rumored to be preparing to wed the beautiful Elia Martell, and the Reach is full of gossip. Everyone is either talking about how beautiful the prince's wife is, the strangely violent storms off Storm's End (which, for them to be considered violent in the Stormlands must mean they are truly ferocious), or how Elia Martell is secretly a sorceress who will steal the future king's soul with her sneaky, foreign ways.
>>
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>>19559345

Oh I was hoping you were talking about Aerys I not Aerys II, well no matter.
>>
Pushing aside a heavy woolen coat, we find our shirt of mail, still gleaming and well polished from the last time. A man who spends as much time onboard a ship as us knows that oftentimes, heavy armor can be as dangerous as the enemy. However, the mail is well made by master smiths, with lobstered gauntlets of fine steel, heavy sabatons and greaves, and a helm of steel plate that has a nearly blank faceplate we keep polished to a mirror sheen. The leather jerkin we wear under it is reinforced with thin bands of steel, and well made to ensure that any gaps in our armor are extremely hard to find.

Putting these aside, we reach for our blade. Pulling it from the black leather scabbard, it is just as beautiful as when we first recieved it. At just over three feet long, it is a broadsword with more of a round point, blued steel and deep fuller highlighting the strength of the castle-forged steel and the skill of the craftsmen who forged it, folding the metal dozens of times. We place it next to our shield, a slab of solid oak that is heavy enough to stop a blow from a warhammer, the deep blue of the field highlighted by our charge. Cunningly hidden between the straps for our forarm, we check the small, broad dirk we keep hidden there, a surprise that has caught many foes off guard.
>>
>>19559387
That would be a really, really interesting campaign, wouldn't it? But when we talked about it earlier this week, we decided to not go too far back.

Sorry man.
>>
>>19559438

Well what should be out first order of business went we make port?
>>
>>19559487

find transportation and head to Castle Salt?
>>
>>19559543

After that them.
>>
I think we need to seriously look into arranging a marriage. We need heirs, and alliances.
>>
>>19559487
That is a good question, as you hear the first mate beat the drum, alerting the crew to grab oars so that they can complete the last leg of the voyage, transitioning from the open seas to the wide, deep mouth of the Windingwater and half a mile up the river to the bustling docks of Saltmouth. At the sound, you begin to pull on your armor, as a lord should appear lordly when he arrives back home, should he not?

Within ten minutes, you are standing upon the deck, chatting with Ser Bushy as you secure your blade over your left shoulder and sling a boarding ax into the worn loop on the left side of your belt. Ben is holding your helmet for you, which you accept after everything is situated. By the time the gang plank is dropped, you and the Steel Guard descend first, cutting an impressive figure. These are, after all, knights: tall, broad figures in mail and plate, with the dark blue of their tabards and the black galley of your house marking them as the men sworn to protect the lord of Castle Salt in the name of House Tyrell and the Crown. Your steward, a man named Coyle, is awaiting your arrival with a score of horse and a half dozen of your garrison, bearing lances affixed with your sigil. "Welcome home, my lord."

>Wat do?
>>
>>19559569
Let's have a meal prepared, and sup with the rest of our returning men, while we're doing this our castellan can tell us if anything's happened in our absence.
>>
File: 1340235388893.png-(20 KB, 430x430, HouseKarban.png)
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Heyo, not to interrupt, but your description of the heraldry inspired me. Now, Princely already did one of these, but I figured while I have it, I might leave it here. Now b2monitoring.
>>
>>19559615
this
>>
>>19559631
You.... You.... You magnificent bastard. That looks awesome.

>>19559615
You ride back through the streets of your town, inspecting things with a practiced eye as Coyle tells you how things have been in the three months you have been away. Shops are bustling, with sailors from Oldtown, Gulltown, King's Landing, and even Pentos and Myr mixing with farmers and laborers from your fields, fishermongers hawking their day's catch, and a small troupe of fire breathers who are entertaining some folks before accidentally setting their crier's sleeve on fire. As you ride, the smallfolk take notice, inclining their heads, bowing or scampering out of the way as you ride past. Ser Crane notes how everything looks prosperous and in good order, to which Coyle nods.

"It has been, ser. The harvest approaches, and the fieldwardens say there will be a bumper crop. Our olives are also growing plump, and we shall all be eating well come next moon. Lord Redwyne has sent a letter to you, my lord, commending you on the administration of these lands. He mentioned that he may come to visit soon, which is something we will need to address on the morrow. As for tonight, we have a banquet planned for your return, before we address the more tedious facts of rule."

By now, you and your men are riding up the causeway towards the gatehouse of your castle. "Welcome home, my lord. Castle Salt is at your pleasure."
>>
>>19559778
I visit from Lord Redwyne might be a great opportunity for us to show what we are capable off. However, we need to make sure that everything goes smoothly.

Can we get further details about the good traded at Saltmouth? Maybe we should take business interests into account as well when searching for a bride.
>>
Unless we can think of anything, we can just move on towards the night.
>>
>>19559869
sounds good.
>>
rolled 94 = 94

>>19559867

Agreed. The bandit infestation might prove to be a troubling thing to explain to Lord Redwyne. Perhaps we can use some of our personal guard to hunt the bandit problem and thus increase our lawfulness?

>>19559869

Also, can you just color in red the area of land that we hold on the good ole' island, rather than circle it? I feel it would greatly help in immersion.
>>
>>19559904
We should also take measures to secure the Lord while he visits our lands. Maybe train our troops?
And yes, bandits shall not plague our subjects!
>>
>>19559867
Working on it, and yes.
>>19559904
This is true, and a fair amount of our attention should be put to making our liege lord comfortable if he does decide to come and visit.

As for the dinner, it is a wonderful way to return home after months away. The courses are not numerous or extravagent, but the food is leagues beyond what you had to endure for three months onboard the cog. Fish soup is followed up with eel pies stuffed with leeks, carrots, and onions. The main courses are a huge pike, caught by some of your fieldwardens near the Tumble Falls on the Windingwater, cooked in olive oil, butter, lemon, and spices from the Free Cities, along with venison that was crusted with herbs from the Reach and sweet olives. Desert are flaky pasteries made in the manner of the Westerlands, covered in honey. Fresh breads and salty, pale butter are served constantly. While some houses may look down on the simplicity of the meal, the constantly flowing wines of the Arbor more than balance out the otherwise unassuming courses.
>>
>>19559960 continued.

The main hall is a little cramped, what with most of the benches filled. However, the shutters are thrown open and the sea-scented air keeps the whole affair rather cooler than would otherwise be possible. While your hall may not be decked out in the finery of other lords, there is something about the simplicity that appeals to you. Sharing the high table with you are Coyle, Maester Benjimen, Master-at-Arms Rory, Captain Jorge Caswell, Ser Laurence Cargill, Tensill Hossler (your Master of Excises and Levies), and a fat merchant from Pentos named Possi who ships the fine wines of the Arbor all over the Narrow Sea. Conversation is flowing along with the wines, and you find yourself listening in on Possi talk to your maester about exchange rates, the business of trade between Westeros and the Free Cities, and interest while Sers Cargill and Wallgrave discuss the new galleys with Captain Caswell, talking about how they should be the terror for any smuggler or pirate who dares come into our waters.

>What do we do during our feast?
>>
>>19559965
Talk with Captain Caswell about the galleys, try and get the full measure of the pirate infestation and what's happening there.
Talk to Possi as well, ask if there are any particularly interesting happenings occuring on Essos, and how the Free Cities are fairing.
Also ask Maester Ben what he thinks of his new station.
>>
>>19559965
I'd like to hear more about the status quo of our trade business with the Free Cities. How is the general situation for the Free Cities and is there a way we can profit from the political conflicts?
>>
>>19559965
>>19559960

First, we should hold a toast for all of our men in the hall, specifically our maester's. They do us much honor by following us. Then thank the cooks for the splendid meal.

Afterwards, we should perhaps ply the merchant with some wine in order to see if we can't negotiate a trade deal for our goods at favourable prices to ourselves. Perhaps we can also provide some incentive for him to spread the word about the great business opportunities that are to be had on the island, especially in the territory under our rule?

Maybe we can have him get us a great gift for Lord Redwyne's visit to present to him?

Anyways, this is a night for feasting and fun. Perhaps when we wake up on the morrow (bright and early mind you) we begin giving orders for the suppression of the bandits and preparation for Lord Redwyne.
>>
>>19559965
For now? Just small talk I think. Maybe check to see if anyone particularly important has been making port in our lands frequently since we've been away. Maybe hear how things have been concerning the small folk and the like, though it seems their fairly content at the moment.
>>
>>19560032

I don't think there would be much trade with the free cities. We are on the other side of the continent from the nearest free city.
>>
>>19560092
Not exactly. The Free Cities trade with Oldtown all the time, and we're perfectly en route.
>>
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The bright blue portion is our turf, with the dark blue line being the Windingwater.

We declare a toast, which raises a loud cheer among the men assembled. We are rather popular with our smallfolk, and our men-at-arms are pretty happy with us as well. The merchants, captains, and rich farmers make the loudest noise, as their fortunes under our rule has been rather good, and the know who is responsible for that.

We small talk with our guests and friends, finding out that Braavos is again mongering war with Lys, as they always do. Trade is going well for Possi, and he does express more than a little interest in negotiating for more of the fruits of the Arbor, along with the olives and citrus that claim such high prices elsewhere in Westeros. He promises that he will be in town for another two weeks yet, and you have plenty of time to hammer out a deal. Your men discuss rumors of a tourney being planned at Highgarden, while Maester Ben is deep in conversation with Coyle and Geoffry about what sort of man Lord Redwyne is.
>>
>>19560092
That may be true, but as
>>19560038
pointed out, we might get us a favourable deal, a gift for Lord Redwyne and maybe some more information about our rivals as well.

Who else is a mayor play in the GoT on this part of the Riverlands? Our wonderful land is not only the focus of bandits...
>>
>>19560114
>>19560092
The Arbor is normally the stop the Free City merchants make on the way back out towards the Narrow Sea, where they drop off placeholder cargo they pick up in Oldtown (oak, iron, copper, grains and manufactured goods the Arbor cannot make like glass and fine linens) for the real money maker: Arbor wines. These they then take out to the Free Cities and the rest of the Seven Kingdoms. But they stop in on the way too, normally for water, food, and a bit of shore leave before the final push to the huge port that is Oldtown.
>>
>>19560148

Good to know. Perhaps we should, when we expand our land holdings, begin trying to get into some of that Arbor Wine business, or expanding our citrus and olive production. It seems like Arbor wines would bring a lot of competition from other parts of the Arbor, considering they are a real money maker.

>>19560118

We should listen in on the conversation. Find out what kind of gift would be best suited for the man, as well as what kind of preparations we could make to really Wow him.
>>
Forgive me for the stupid question, but this is my first real quest thread (new to /tg/): Will you compile the facts about our stats, men, town, lands, etc. in a single document or post so that everyone can get a quick overview (probably something along the lines of (pastebin)?
>>
>>19559058
see
>>19560202
>>
>>19560202
I will work on that while I post, yeah. I will throw it up somewhere, maybe supTG.

>>19560194
Listening in to Coyle and Geoffry, Lord Redwyne is a powerful lord and one of the main pillars of House Tyrell's strength. The Arbor produces fruits, wines, oils and fine foods that sell for huge amounts of money across the Seven Kingdoms, complimenting the vast agricultural output of House Tyrell perfectly. All that money means that Ser Paxter Redwyne, the eldest son of Lord Redwyne, stands to inherit a powerful empire in the next decade. Since the Redwyne's have money, they have men. They are key to the naval power of House Tyrell, and men and ships from the Arbor are the southern bulwark of the Reach,

When it comes to giving the man a gift? That is tricky... It seems that Lord Redwyne is one of those guys who has everything, as befits a man of his status and wealth. However, it appears that he has spoken glowingly of us to several of his bannermen, talking about how the Saltmouth is, and i quote, "a fucking excuse to mint coins these days."
>>
>>19560266
If he is a man of strong faith, building a Sept and inaugurating it during his visit might be a good idea.
Also, better trading conditions for our products might secure our position.
>>
>>19560266

We get him something that money cannot buy.

Gentlemen, we get him a kraken, a ship taken in combat from the Iron Islands, a dothraki horse, or pledge to be his champion at high garden (we can do that right?)

>>19560299

Going off of his idea, perhaps we can conduct a merchant deal for him with Possi that would benefit him greatly.


Just throwing out some ideas.
>>
>>19560299
It seems, to hear your men tell the tale, he is no more or less pious than any other lord, although he has been known to frequent the Sept when the rains come too hard or too soon. However, you feel that it would be a good idea to look into it.

As the feast ends and you proceed up to bed, you are happy to be back on dry land once again, able to sleep in a bed that won't roll you out of it in a sudden swell. Your bedroom, an airy and spacious chamber in the northwestern corner of the keep near, is just as you remember it. A small crackling fire burns in the fireplace, with several fat candles lit on a heavy desk of oak, nearly covered with pieces of paper listing trading quotas, taxes on imports and exports, the monthly expenses of your galleys, and a million other things that urgently demand your attention. But they can wait for the morrow, as you change into something fresh and flop into bed.

You awake to the sound of steel on steel. The light of the early morning peeks through a shutter that the constant wind off the sea blew open in the night, It seems that Ser Wallgrave has the garrison training this morning, as you hear him barking orders and commands to new recruits.
>>
>>19560355
Good, send for some breakfast and start working on our work. We need to keep Saltmouth running smoothly.
>>
Today has you busy catching up on the business of your lands and house, and examining your affairs.

>Potential list of shit to do:
Go down to the yard, and see how the garrison is training.
Ride out to the inland fields to talk with your smallfolk and examine your lands
Go down to the docks to see how business is going.
Talk with your advisers and officers.
Take a swim? That river looks awfully inviting....
Eat breakfast. It is, after all, the most important meal of the day.
>>
>>19560299
>>19560326
So I guess we all agree that Possi is a great opportunity to make even more profit and show our worth to Lord Redwyne? In any case, we need to keep business booming.

>>19560355
Is it possible to build a special Sept, focusing on a certain aspect of the Seven, bless it in a certain name, etc.? Maybe the Lord likes a certain tale or legend?


But right now, we should probably eat some breakfast. After that, maybe we can train a bit before talking with the townsfolk about their needs?
>>
>>19560377

I would say

Breakfast
Advisors (to plan out things to do for the future)
Garrison
Localfolk and lands
Docks

Then, we train with the garrison if there is no other business for the day and there are no new projects to plan ahead for after the meeting with the advisors. We need to keep sharp
>>
>>19560377
Shall we multitask somewhat gentlemen? Order for breakfast to be prepared while we observe the garrison, then speak to our advisers over breakfast before heading out to either the fields or docks?
>>
>>19560369
You call for a servant, and a comely looking girl brings you a refreshing breakfast: Citrus slices, a few hard boiled eggs, some bread and the bacon the bread was fried in, and a big mug of beer. Munching on this, you sit at your desk and begin to go over reports and tax accounts. A simple warrior or foppish noble would need a stewards help to make sense of these numbers, but our mind processes them, turning the data into something usable.

It seems that the port is bringing in a fair amount of coin, with the sale of Arbor wines, olives, and fruits producing a steady stream of silver and gold coins for you and your liege.

>Roll 3d6 to see what we primarily studied as a boy and a squire.
>>
>>19560377
Start with breakfast and paperwork, make sure that is all in order.

After that get a situation report from our advisers, see what is needed most.
>>
rolled 1, 3, 4 = 8

>>19560416
Rolling.
>>
rolled 1, 6, 6 = 13

>>19560416

Let the mary sue continue
>>
rolled 3, 4, 4 = 11

>>19560416
>>19560416
>>
rolled 3, 1, 6 = 10

Probably too late but let's see!
>>
rolled 3, 6, 5 = 14

>>19560416
>>
>>19560432
As a boy, you were always good with facts, numbers, dates and figures. There was something simple to them, after all, two plus two will always equal four, Lord Caustin would always be remembered as the victor of the Battle of Red Hollow, and the Iron Throne would always be in King's Landing.

>Gained: Knowledge - Business and Economics
>Gained: Knowledge - History and Heraldry
>Gained: Knowledge - Military and Tactics

You handle most of the more minor orders of business yourself, leaving some of the more complex tasks (like a potential shift in tax rates for Arbor reds to compete with those damn drys from Dorne) to wait until you have your advisors with you. You dress, sling your blade over your shoulder, and tuck a few pieces of paper into your tunic. You send a servent to summon Maester Ben and Steward Coyle, and proceed down to the wallwalk to watch Ser Rory whip those boys in the yard into shape.
>>
>>19560489
Damn, those are very useful Knowledges.
>>
>>19560437
I was originally excited, waiting to see a brave but ultimately flawed man attempt to take on the world... Instead, we are Lex Luthor crossbred with Brad Pitt and Charlemagne. It is kinda infuriating to see how good you have been rolling.
>>
>>19560489

Would we have gotten more or different knowledge with different rolls?
>>
>>19560503
We'll be a bastion of sanity and non-fuckupedness within Westeros, with a Hot Dornish Wife!
>>
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>>19560489

My god, this man is unstoppable.

He's a wreckin machine
>>
On a semi-related topic, has anyone tried to register for Green Ronin's forums and found it impossible?
>>
>>19560489
We got ourselves some nice skills. The Business skill will come in handy when dealing with Possi, Military skills are always useful and History is good for common knowledge. Could be worse.

And now, let us govern with wisdom.
>>
Ben meets us on the wall, peeling an orange as he leans against the crenelation. "So, this is your home? I have been through the Reach, and into the Westerlands. I am not sure which one I am reminded more of..." He gives a little cheer as a trainee succeeds in disarming a more experienced guardsmen, forcing his opponent to yield. "It does seem that your Master-of-Arms is quite good, though. Most of these men where not soldiers before they came here... These were the sons of shipwrights and fieldhands and barrelmakers. Look at them now."

You continue to watch for another ten minutes or so, discussing the skill of some of the men practicing with Ben. He does show you the Iron link in his chain, which is good to see: you may have been trained to lead men, but a second opinion from one studied in warcraft will always be useful.
>>
>>19560554
What other links are on his chain? And what does he think is his forte?
>>
>>19560508
Yep. The list is short, but we did miss out on a key knowledge (Art and Culture) that could help us win friends and kick more ass at court.

Venturing down into the yard, we talk with some of our men, giving praise to those that are doing well and a little instruction to the others (for example, the disarmed guy? his guard is too high, it makes him slow and weakens the grip he can place on the blade). Talking with Ser Rory, we discover that he wants to find an instructor who is skilled with the longbow. "Our walls are strong, my lord, and these boys will defend them well if they just keep training. However, a few good bowmen could really help us defend the river, and would make anyone trying to sail up it have a very shitty day. Or we could always get a few scorpions and ballista like the great castles on the mainland, but the bowmen might be a bit easier to come by, if you understand me."

You talk a bit more, discussing the amount of coin he will need for repairs to armor and new weapons. The marines under the command of Captain Caswell have a bad habit of loosing their boarding axes when they fall overboard, it seems... "Well, that should be about everything, ser... Unless, of course, you would like to go a few rounds. Blunted blades, of course."

>What do?
>>
>>19560489
>>19560503

I have the feeling we'll end up needing every bit of what we have soon enough. The dice gods are playing a deep game, they shall give us a bounty of success at the start, so that we may struggle mightily and desperately when they choose to forsake us. Thus will their amusement be enriched by our suffering. That or they just really want us to get a Hot Dornish Wife.

Also:
>Be highly successful and competent in Westros. Expect to live a long happy life.
>>
>>19560620
Let's see how dull we've gotten in the lap of luxury. Take him up on his offer.
>>
>>19560620
Go a few rounds, see how rusty we are.
>>
>>19560620
Time for a duel. I'm sure we will win.
>>
>>19560620

duel.

Also, have a slip on leather harness attached to the end of the axe, like on a Wii. That way when they board and/or go overboard, the axe will still be attached to them.
>>
>>19560403
I don't think it is possible to prefer only one aspect in a Sept.

>>19560620
Best of Five!
>>
Let's duel. Might want to get in shape for the tournament at Highgarden, if we're thinking of participating.
>>
>>19560674
The slip idea is good. Does somebody have an idea regarding the archers ?
>>
>>19560648
>>19560644
>>19560636
We pull a longsword, a little longer than what we are used to, from the rack, saying "My good ser Rory, I would be honored to show your recruits how a knight handles a blade... How badly should I beat you?" With that he smiles, and finds a blade of his own, strapping on a hefty shield that is nearly as broad as he is. "If it pleases my lord, I promise not to leave too many bruises." He adopts a low, fighting stance, shield held forward in his right hand.

>Roll 3d6 to see what kind of combat we learned, and just how good are skills are.
>>
rolled 5, 1, 2 = 8

>>19560690
>>
rolled 6, 4, 2 = 12

>>19560690
Thank you for your consideration Ser Rory.
>>
rolled 1, 6, 2 = 9

>>19560690
let's see...
>>
rolled 2, 3, 4 = 9

trip sixes for the gods
>>
rolled 4, 4, 6 = 14

>>19560690
>>
We tempt him out of his guard with a "too high" swing, and stop his counter short with a twist of our blade, coming down fast from an unusual angle. Only his decades of experience keep him from catching a pommel to the eye, and he jumps back, before coming in low and hard, throwing powerful, controlled slashes and thrusts. We remember the words of Ser Tibenn from our time in the Vale: how any attack always has a point where everything changes, a point where a swing is too powerful to block or a stagger is too severe to recover from. Our blocks are precise and timed to throw his guard wide or high, wearing him down as our counters come closer and closer to scoring a direct hit. The fight goes on for several minutes more, our precise defense and constant counter-attacks slowly wearing him down until with a powerful chop, we knock the blade from his hands.

"Well fought, ser. It seems that your teachers back on the mainland knew a thing or two about swordplay... They knew enough to teach you BETTER THAN THESE LAZY SLOBS. STOP GAWKING, YOU CUNTS. BACK TO PRACTICE OR I SWEAR BY THE SEVEN I WILL HAVE YOU HAULING LINES ALL NIGHT!" He goes, getting his men back to work and he gives you a nod of respect.

>Gained: Fighting Style - Cunning
>Gained: Defensive Style - Precision
>Gained: Fighting Style - Wear them Down
>>
>>19560787 continued
Weapon Focus: Longswords
Style Focus: Sword and Board
>>
>>19560787
So, I guess we rolled good again?
>>
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>>19560787

Yep, this is definitely a Luthor we got growing.

Just look at his intensity.
>>
>>19560809

8 seems to have pretty good results despite being 1 less than half the max.
>>
>>19560787
>>19560805

I have to say... it seems to fit the character well.
>>
>>19560809
Not especially, but earlier in creation we rolled Martial Training as our primary focus. This just lets us know what kind of fighter we are, and who we can and cannot win against. (For example, you cannot be cunning against Gregor Clegane... He is just so strong, he will rip your arms off. However, this lets us fight guys like Syrio on a semi-even footing)

So I have to go put a big box of shit into my girlfriends car guys, so I will be back in about five minutes or so... We still need to decide what to do next: Either go check out our lands, check out the city, meet with merchants and our advisors, or just go examine the docks and the hustle and bustle of our town.

>Also, roll 1d10 for random encounter.
>>
rolled 2 = 2

>>19560864
>>
rolled 4 = 4

>>19560864
Examine the docks, and the hustle and bustle of our town.

It's the seat of our power, we should keep an eye on it.
>>
>>19560888
This
>>
>>19560864

Talk to advisors first, then check out the city and docks.
>>
rolled 3 = 3

>>19560949
>>19560888
1. Talk to the advisors.
2. Check out the city and the docks
>>
Heading back to the tower, you change into riding clothes, throw a jacket over your tunic, and strap a dirk to your belt, along with a small purse filled with silver coins and some pennies.

>Shit. Roll 2d6 to see what kind of horse we have.
You mount your horse, with Ben, Coyle, Tensill, and three guards in their deep blue jackets and tall, shining spears and helms. Riding down towards the growing clamor, you have plenty of opportunity to talk with your advisors.
>>
rolled 1, 1 = 2

>>19561055
See what they think our next moves should be, if they have any advice for the future, how we're looked at by other important houses, which Dornish houses have potential Hot Dornish Wives.
>>
rolled 1, 4 = 5

>>19561055
Let's talk with Coyle a bit.
>>
rolled 3, 3 = 6

>>19561055

rolling 2d6
>>
>>19561082
Well, we certainly won't impress them with our horse I guess
>>
>>19561082
huh. Whaddaya know? We finally have something that's not very awesome at all...probably. We must have a sentimental attachment to the thing or something.
>>
>>19561158
>>19561106

Actually, I think we are getting a fucking destrier!
>>
>>19561086
>>19561092
Our horse is a tall, black palfrey of no outstanding quality. However, it is a good horse and has faithfully served us since we arrived at the Arbor.

Chatting with Coyle, he clearly has a really good mind for this shit. He was recommended by Lord Redwyne when we first pledged fealty to him, and it is clear why: this guy knows how to make tons of cash. He seems to be on first name basis with half of the merchants and nearly all of the ships captains. He discusses the idea of lowering taxes on the red wines from the vineyards further inland, so as to maybe cut into the famous dry reds that come from the coastal vineyards of Dorne.

>Any particular questions?
>>
>>19561212
How best can we acquire a Hot Dornish Wife?

Is there anything in note in the city that we should keep a closer eye on?
>>
>>19561212
Does he have a longterm vision that would improve our profits? And what does he think of the current situation at the port and the marketplace?

And what is his his personal opinion on Possi?
>>
>>19561243
>>19561256
"Possi is a fat, greedy bastard... However, his greed is to our gain. He will sell the wines of the Arbor anywhere he can get a fine profit, doing half of our job for us. The more minor lords, the more rich merchants and landed nobles and wealthy septons... the more of them that sample the fine fruits of our lands, the more customers we are guaranteed in the coming years. If we sell him more and more wines, he will put them into the cellars of anyone with the coin to have them."

"As for the Dornish? Their wines are our competitor, and their kingdom is still a land apart... You wouldn't be thinking of looking for a wife from there, would you my lord?"
>>
>>19561317

"Guilty as charge, but surely by advisers will suggest better options?"
>>
>>19561317
On one side, they're competition and not really close.

On the other they aren't all that far away really, and Hot Dornish Wife.

Tyrell and Redwyne already loves us, we don't need more from them. Most of the trade from Dorne across the Narrow Seas will either go through us unless they go out of their way through Oldtown.
>>
>>19561317

Thinking back on it it maybe actually be politically unwise.
>>
>>19561393
There is one really big advantage to going after a Dornish wife, everyone else if we marry them we'll get a political alliance, if we marry their oldest child, who is a daughter, and she's Dornish, we also get land, though it might be difficult to manage both estates. Given that they have more equality among genders we'll get a lot more out of a marriage than normal.
>>
>>19561317

Yes actually he would be looking for a wife from there.

The situation on Possi would be good to know. Expansion of the winery and fields is a project that should be undertaken soon. We just have to make sure that we diversify our holdings so as not to suffer too much if one aspect manages to take a blow.

Having a Dornish wife and Dornish lands that produce the competitor's vintage means that whichever product gains the upper hand, we win.

Anyway, what more trade opportunities can we expand upon given our current situation. The fruits and vintages are a crop that produce in the spring and summer months. I would like to expand in other areas, such as metals or even having other's outsource shipbuilding to our ports to provide for currency year round.
>>
>>19561372
>>19561376
>>19561393
Maybe there is a house between our Dornish rivals that is isolated? And maybe, just maybe we could use this to our advantage.
>>
>>19561372
Ben chimes in. "The Dornish are almost like another kingdom... But they are a kingdom with potential. I knew a man from there, who swears that the Greenblood was so wide you couldn't see the other bank from one side, and that great turtles the size of wagons lived within its depths. I would say that as word of your eligibility spreads, the Seven will show their hand in this. Perhaps you will find a women worthy of you, my lord. Or maybe just a busty wench with a dowry as big as her teats."

That one sets the guards chuckling, but Coyle cuts back in. "Perhaps you should wait to see what the daughters of the lords of the Reach have to... present."
>>
>>19561439
I would be a fool not to consider the Reach as well, but Dorne has quite a bit to offer as well.
>>
Guys just remember that our over lords the Tyrells and by extension our liege the Redwynes by their closeness to the Tyrells really dislike The Dornish.
>>
>>19561453

I had not known that. Welp, other considerations would have to be taken into effect. Whichever woman or family best acquits themselves would obviously be chosen.
>>
>>19561453
As
>>19561418
said, we may use the marriage to alienate the Dornish lords and split their interests. This would surely be in the interests of the Tyrell's as well.

Although i believe such an endeaveur should be discussed in private when the Lord comes over to visit us.
>>
>>19561439
This may be the wisest course of action. By all means, let's see what the other houses have to offer, and then make our decision. We wouldn't want to be hasty and alienate someone, but let's not be slothful either. Should a particularly enticing offer appear, we would be foolish not to take advantage of it.
>>
>>19561411
Coyle is talking again. "That would be wise, my lord. Closer to the heart of the island, there are stands of ancient timber, and hills which have been known to contain copper, iron, and granite. However, the true wealth of the Arbor comes from the growing earth: our vines, orchards and fields are worth more than any seam of copper."

Ben chimes in again. "Possi seems like a man who we could never trust... But that doesn't mean that we couldn't make some money with him as a vendor for the bottled gold of the Arbor."
>>
>>19561506
We should expend effort to capitalize on these resources, but never to such a level that we interfere in our harvest.

As for Possi, we can trust him to do one thing, try to make money. Because his best way of making money for himself is to make us money we will continue to profit from him.
>>
>>19561506

It is not as wealthy, true, but that does not mean it is without wealth. Besides, iron, wood, copper and granite are relatively stable and do not rely on the fickleness of nature, and it is hard to grow the wealth of the Arbor in forests or on granite hills.

We will continue to spread our lands for farming, but we will also incorporate these other industries when we need to. Besides, we could make a killing transporting iron, copper, and wood finished products to other parts of the Arbor without the prices the traders give importing them from other lands.

And, like I said before, you can't grow things in the winter, but you can build year round.
>>
>>19561506

Yes, men like Possi care only for profit that makes them very useful in that regard but not trustworthy. We need clear hears and open eyes while dealing with Possi.
>>
By now, however, you have arrived by the docks. You see nearly a dozen vessels at dock, with the same number sitting high at anchor. Flags show alliegences to the Crownlands, the Stormlands, Pentos, Braavos, Quarht, Gulltown, and several flying the rose of Highgarden.

Ben ventures off to a stall to buy some fried cod on a stick, while Coyle heads off with him. Tensill sweeps him arm over the port. "This, my lord, is where most of our coin comes from. Taxes on berths and the loading of cargo produces dozens of dragons a day. See that ship over there?" He points to a heavy Lysean cog. "That ship is taking on a hold of olive oils, salted cod from off our coast, and crates of lemons, limes, and oranges. Each box, barrel, crate or keg funds our holdings here, and puts more coin in the treasury." He smiles. "Its a wonderful life, isn't it, my lord?"
>>
>>19561652
It truly is wonderful, we have the good fortune of being along the path for many to cross the Narrow Sea. There are currently no pirate problems or the like I ought to be concerned about right?
>>
>>19561687
Tensill scowls slightly. "There will always be problems with pirates, my lord. A merchant in White Harbor or Braavos won't care if the wines he is purchasing were taxed correctly, or if they are legal property of the man selling them to him. However, piracy in our waters is not overly terrible, although any pirates are a hazard to our folk and the gold due to us. Perhaps the biggest problem is smuggling."
>>
>>19561652

Yes the port is the live blood of our lands, we most make sure to keep records of every ship that makes port and load and unloads cargo or makes repairs or takes supplies. I will not tolerate corruption as I will not tolerate piracy.
>>
>>19561745
"Are there any... ahem... notable smugglers, pirates, or bandits in the area?"
>>
>>19561745

Crow cages and hand Stumps for pirates and smugglers Sir Tensill. I will make dealing with them all a priority of mine.
>>
"Corruption isn't an issue as of yet, my lord. Mainly because the Excise and Levies office only has seven employees. However, any pirates we catch are hung, according to your earlier orders. However, perhaps some more vigorous enforcement might scare off any pirates left in our water."
>>
>>19561846

Any pirate or smuggler caught will be imprisoned, and the one who catches the pirate or smuggling gets 1/10 of what was being smuggled, or a base bounty if a pirate.

There, it's much easier to catch smugglers and pirates within your own populace, makes it harder for them to operate, and makes people happier.
>>
>>19561846
Yes, let's. Our warships are doing little right now, we ought to give them something to do and ensuring safe shipping lines will only make us more attractive as a port.

Also devote greater resources to hunting down smugglers and ensuring that legal trade is more attractive an option, that it simply isn't worth it to try something like that.
>>
>>19561868
"This is a wise policy, my lord. We shall institute it at once."
>>
>>19561868

This works, pirate crews get to hang together and captains get a crow cage all for themselves. And smugglers may get a lesser but equally harsh punishment.
>>
>>19561941
Good, things are going well.

Perhaps we should check the rest of the city now, then the surrounding lands.
>>
Your advisers reconvene, and you prepare to head up the banks of the Windingwater, towards your fields. Got any other questions for the port?
>>
>>19562007
Also you might want to start a new thread, this one is getting close to falling off the board.
>>
>>19562019
Can't think of any right now.
>>
>>19562020
Actually, guys? I have to help the gf prepare to make a trip out to the NW suburbs of Chicago tomorrow.

I think I am going to need to call it a night.... Keep this thread going (I will check back in later) but otherwise, I think we will need to end it here. I will either be back on tomorrow, or Saturday/Sunday.

Good job, guys, and my the power of House Karban only grow.
>>
>>19562050

You are doing a good job running this Princely, keep at it.


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