Post by The Gambler on May 19, 2016 19:48:11 GMT
Influence: Represents how much political sway your family holds; how importantly they are viewed as being, by other noble houses. The more influence a family has, the greater their prestige among their peers. Influence is never spent, instead rising and falling depending on the actions of the house and its members. Higher influence will result in higher base disposition among most NPCs. Higher influence will also increase your odds of being named to prestigious positions or being approached by higher ranking nobles or royalty.
10 or Lower: Suffer a -1 Disposition Penalty to All NPCS
30: Gain +1 Disposition to All NPCs
50: Required to make a play for Lord Paramount of the Riverlands (Will still need to gather allies, win war, ect)
70: Gain an Additional +1 Disposition to All NPCs
90: Required to make a play for King (Provided you can put forward a claim. Will still need to gather allies, win war, ect)
Power: Power represents your martial strength and is tied to the population and vassals under your rule. Each house will have a certain number of knights and peasant levies. Your personal knights are a powerful force that can be called up without expending any wealth and used indefinitely. It does, however, require significant time, training, and resources to replace them. They are an elite force that should be used wisely. Peasant levies on the other hand are much more numerous, but require wealth and food per month to continue using. In addition, calling up too many of your peasant levies at a time or keeping them in the field too long, can cause unrest. A quarter of the knights and levies at your vassals' disposal can also be called up for your personal use, both free of charge. However, keeping a vassal's troops called up too long for your personal use without a compelling reason will eventually cause disposition penalties.
Law: Law represents the authority over your lands, namely that of your vassals, peasants, and serfs. Low law can result in crime, banditry, and villainy running rampant which can result tax income being stolen (negatively affection wealth), villages being plundered by bandits (negatively effecting influence), crops being ruined (negatively effecting food) etc. One governing roll will be carried out at the end of each in game month by the house lord (or appointed castellan) which will have a positive or negative impact on law. Individual players will also be able to have an effect on law, by slaying bandits and enforcing the lord's will.
0: Lawless, uncivilized lands. You have no authority here.
1-10: Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble.
11-20: Lawlessness and banditry are a problem along the fringes of your lands.
21-30: The typical level of Law throughout much of Westeros during peacetime. Crime is common, but not out of control.
31-40: You exert a great deal of control over your lands, and crime is uncommon.
41-50: Such is your influence and devotion to maintaining the peace that crime is rare.
51-60: You have almost no crime at all in your lands.
61-70: There is no crime in your lands.
Food: Represents the food stores in your granaries. It will determine how long your armies can be fed, your castle can withstand a siege, and how long you can last a winter. The repercussions of running out of food will have a dire effect on influence, power, and power. More can be purchased with wealth, but during a time of need such as winter, grain will be worth its weight in gold. During the Summer, one agriculture roll will be carried out at the end of each in game month by the house lord (or appointed adviser) which will have a positive or negative impact on the harvest.
Wealth: Wealth represents the yearly incomes of your lands and tribute from your vassals. Each point of wealth represent 200 gold dragons in your treasury. It can be used for building construction, repairs to Harrenhal, throwing tourneys, paying dowries, buying goods, bribes, ect. One finance roll will be carried out at the end of each in game month by the house lord (or appointed steward) which will have a positive or negative impact on wealth. Actions by house members have the potential to effect it as well.
10 or Lower: Suffer a -1 Disposition Penalty to All NPCS
30: Gain +1 Disposition to All NPCs
50: Required to make a play for Lord Paramount of the Riverlands (Will still need to gather allies, win war, ect)
70: Gain an Additional +1 Disposition to All NPCs
90: Required to make a play for King (Provided you can put forward a claim. Will still need to gather allies, win war, ect)
Power: Power represents your martial strength and is tied to the population and vassals under your rule. Each house will have a certain number of knights and peasant levies. Your personal knights are a powerful force that can be called up without expending any wealth and used indefinitely. It does, however, require significant time, training, and resources to replace them. They are an elite force that should be used wisely. Peasant levies on the other hand are much more numerous, but require wealth and food per month to continue using. In addition, calling up too many of your peasant levies at a time or keeping them in the field too long, can cause unrest. A quarter of the knights and levies at your vassals' disposal can also be called up for your personal use, both free of charge. However, keeping a vassal's troops called up too long for your personal use without a compelling reason will eventually cause disposition penalties.
Law: Law represents the authority over your lands, namely that of your vassals, peasants, and serfs. Low law can result in crime, banditry, and villainy running rampant which can result tax income being stolen (negatively affection wealth), villages being plundered by bandits (negatively effecting influence), crops being ruined (negatively effecting food) etc. One governing roll will be carried out at the end of each in game month by the house lord (or appointed castellan) which will have a positive or negative impact on law. Individual players will also be able to have an effect on law, by slaying bandits and enforcing the lord's will.
0: Lawless, uncivilized lands. You have no authority here.
1-10: Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble.
11-20: Lawlessness and banditry are a problem along the fringes of your lands.
21-30: The typical level of Law throughout much of Westeros during peacetime. Crime is common, but not out of control.
31-40: You exert a great deal of control over your lands, and crime is uncommon.
41-50: Such is your influence and devotion to maintaining the peace that crime is rare.
51-60: You have almost no crime at all in your lands.
61-70: There is no crime in your lands.
Food: Represents the food stores in your granaries. It will determine how long your armies can be fed, your castle can withstand a siege, and how long you can last a winter. The repercussions of running out of food will have a dire effect on influence, power, and power. More can be purchased with wealth, but during a time of need such as winter, grain will be worth its weight in gold. During the Summer, one agriculture roll will be carried out at the end of each in game month by the house lord (or appointed adviser) which will have a positive or negative impact on the harvest.
Wealth: Wealth represents the yearly incomes of your lands and tribute from your vassals. Each point of wealth represent 200 gold dragons in your treasury. It can be used for building construction, repairs to Harrenhal, throwing tourneys, paying dowries, buying goods, bribes, ect. One finance roll will be carried out at the end of each in game month by the house lord (or appointed steward) which will have a positive or negative impact on wealth. Actions by house members have the potential to effect it as well.