Bc Feudalrules

Defence

Defence describes fortifications, castles, keeps, towers, and other structures that serve to protect your holdings. Defence also describes the presence and quality of roads, representing the ability to move troops and supplies to threatened areas.
Score Description
0 Desolate, ruined land, ravaged by disaster, war, or simply abandoned. No defensible structures of any kind, and no infrastructure for moving troops. You have no fortifications whatsoever.
1-10 Scarce cultivation, mostly wilderness with a few unprotected pockets of civilization, having one or two roads or a minor stronghold.
11-20 Some cultivation, presence of a keep or smaller stronghold with a few roads, rivers, or ports.
21-30 Defensible, with at least one fortified town or castle. Roads and trails are present, and rivers or ports are likely.
31-40 Good defenses with, almost certainly, a castle, along with a few other strong points. Roads and rivers provide easy transportation. Alternatively, natural terrain features, such as mountains or swamps, provide additional fortification.
41-50 Excellent defenses, with man-made fortifications likely combined with defensible terrain features.
51-60 Extraordinary defenses with structures, walls, and terrain features that, when combined, make attacking this land very costly.
61-70 Among the greatest defenses in the world. A good example would be the Eyrie and the Vale of Arryn.

Lands

Land resources describe the size of your House’s holdings and the extent of their influence over their region. A high score describes a house that controls an enormous stretch of terrain, such as Eddard Stark and the North, while a small score might represent control over a small town.
Score Description
0 Landless, the house has no holdings. 0 Hex controlled
1-10 A speck of land, no larger than a single town. Immediate Hex controlled
11-20 A small stretch of land, about the size of a single small island or small portion of a larger island, or a large city and its immediate environs. Immediate +2 Hex controlled
21-30 A modest stretch of land or medium-size island. Immediate +4 Hex controlled
31-40 An area of land that includes several terrain features, islands, or large groups of islanda. Immediate +8 Hex controlled
41-50 A large area of land, that spreads across a great distance. This area likely includes a variety of terrain features. Immediate +16 Hex controlled
51-60 A huge area of land representing a considerable portion of the planet’s geography. Immediate +32 Hex controlled
61-70 Most, if not all, of a continent, this would represent a sizable Empire. Immediate +64 Hex controlled

Law

Law encompasses two things: the extent to which the smallfolk respect and fear you and the threat of bandits, brigands, raiders, and other ex- ternal and internal threats. Law is something your family must maintain, and if you don’t invest in keeping your realm safe, it could fall into chaos.
Score Description
0 Lawless, uncivilized land. 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. 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

Population

Population addresses the sheer number of people living in the lands you control. The more people there are, the more mouths you have to feed. However, the more people there are, the more your lands pro- duce. This abstract value describes the quantity of folks that live under your rule.
Score Description
0 Barren. No people live under your rule.
1-10 Thinly populated. Tiny settlements are scattered throughout your lands.
11–20 Small population but no single community larger than a small town.
21–30 Typical population. Most smallfolk live on farmsteads or in hamlets, but you might have a couple of small towns and a community around your primary fortification.
31–40 Modest population. At least one town and several small hamlets.
41–50 Large population. You have a large number of people in your lands; many live in a large town or spread throughout a number of smaller towns.
51–60 Immense population. An enormous number of people live under your protection.
61–70 Vast population. All of your cities are thriving, being the largest of their type in the word.

Power

Power describes your house’s military strength, the ability to muster troops and rouse banners sworn to you. Houses with low scores have few soldiers and no banners, while those with high scores may have a dozen or more banners and can rouse an entire region.
Score Description
0 Powerless, you have no troops, no soldiers, and none loyal to your name.
1-10 Personal guard only, with one or two sworn swords and a cadre of smallfolk warriors at most.
11-20 Small force of soldiers largely made up of smallfolk.
21-30 A modest force of soldiers, including some trained troops.
31-40 A trained force of soldiers, including cavalry and possibly ships. You may have the service of a minor war chief.
41-50 A large force of diverse, trained, and competent soldiers. You probably also have the services of a small navy as well. Several minor war chiefs are sworn to you.
51-60 You can muster a huge force of soldiers, drawn from your lands and those from your numerous war chiefs.
61-70 You have the strength of an empire behind you.

Wealth

Wealth covers everything from coin to cattle and everything in between. It represents your involvement and success in trade, your ability to fund improvements in your domain, hire mercenaries, and more.
Score Description
0 Destitute. You are penniless.
1–10 Impoverished. You lack essential resources and struggle to make ends meet.
11–20 Poor. You can afford little excess. Whilst you are able to sustain yourself and your holdings, you do not live in luxury.
21–30 Common. You have enough to get by.
31–40 Prosperous. You have the funds to live in accordance with your station.
41–50 Affluent. You have more funds than you need and live in comfort.
51–60 Rich. You want for nothing.
61–70

Defence Holdings

Defence holdings are strongholds, towers, walls, and other fortifications. A defence holding grants benefits to your units’ Defence when defending your lands, but they are also a symbol of status and power. To gain a defence holding, you must have at least one land holding.
Tower
Investment: 100
Time: 36+10d6 Months
Towers are single stone or timber structures that thrust up from the ground. If they have any outbuildings, they are small and unprotected.
Hall
Investment: 200
Time: 60+10d6 Months
A hall (or keep) is usually a small, fortified building. It may or may not be surrounded by a wall, and it could have a tower, though it’s un- likely.
Small Castle
Investment: 300
Time: 72+10d6 Months
A small castle is simply a smaller version of a standard castle. It usually has no more than a single keep, perhaps two towers and a wall.
Castle
Investment: 400
Time: 96+10d6 Months
Castles are impressive fortified strongholds but are not as large or as im- posing as a superior castle. Most castles incorporate at least one central keep and several towers connected by walls and surrounded by a moat
Superior Castle
Investment: 500
Time: 144+10d6 Months
A superior castle is a massive stronghold. A superior castle has several towers, structures, and smaller buildings, all surrounded by a steep curtain wall and likely a moat as well.

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