State of the Realm/Character Sheet
Name: Torrhen Stark
Age: 37
Title: King in the North, King of Winter, Lord of Winterfell, The Unbroken, The Giftgiver, Beastbane
Prestige: 500
Influence: 11/70
Description: You are a remarkably nondescript man, with pale gray eyes and dark brown hair. You are stronger than average, and visibly so, but not enough to really stand out, especially when compared to some of your more…interesting vassals.
Diplomacy: 17+2 = 19. Most lords of the north are as blunt as hammers. You are too, but you can also be subtle and tactful when it suits you. You also give very impressive speeches.
Martial: 16. You can lead an army with some skill, but your brother is by far the superior general.
Stewardship: 16+1+1 =18. Numbers and figures are easy for you to work with, and management is where you thrive.
Intrigue: 15+1 = 16. The best part of believe is the lie.
Piety: 12+2+4+2 =21. It is easy to believe in gods which have touched you directly the way the Old Gods have, and you thank them for all the times they have intervened, even if sometimes the interventions are a little disturbing.
Learning: 14+1+1 =16. You have a head for numbers and figures, even if it's nothing special.
Personal Combat: 17+2 =19. With Ice in your hand, you are an instrument of lethality.
Traits:
Knowledge: Industrial: You are widely read on the process of industrialization, and you have some practical experience as well. You've made steel, built waterwheels, and you know how a mechanical loom works. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
Knowledge: Agricultural: You are familiar with farming and fishing with animal husbandry. You have actually run your own farm for some time. You can design a seed drill or a mechanical reaper, make fertilizer, or construct a greenhouse. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
One of the First Men: As one of the First Men, you are different from men of the Isles or South of the Neck in attitude and appearance.
Skilled Warg: Direwolf Bond, Raven Bond, Strange Shadowcat Bond: You have a loyal companion in the form of a fierce direwolf named Fenrir. You can warg into this direwolf less at will and still retain control over your human body for short periods of time, and even when you are not doing it so it seems to sense your thoughts. You also have a bonded raven, and can warg into other animals easily. (+8 to Personal Combat when accompanied by bonded direwolf. +1 when accompanied by bonded raven without direwolf. +3 to Personal Combat without direwolf but with other animals. +4 to Piety, penalty to diplomacy with those who dislike magic.)
Good at Speeches: You are practiced at delivering speeches, and can stir any man's heart or quell a crowd's fury with only a few moments of thought and a dozen sentences. (+2 Diplomacy)
The God's Eyes: You can see things as they truly are, stripping away the falsehood of the world to see the skein of reality beneath. While you lack true control, the flashes of insight it gives you are still useful. (+2 Piety, +1 Intrigue)
Possessions:
The Crown of Winter/The Sword Crown: This crown of gray skymetal sits uneasily on your brow, but you wear it all the same. Inside and out are two sets of runes, one in the tongue of the First Men and one in something else. Some of that something else was written by the Children of the Forest and may still have power. (+2 Piety, grants the following powers: Call Upon Ancestors, Defy Magic, The Rightful King, Wolf Warning, Wolf Bond)
Ice: A Valyrian steel greatsword and the ancestral weapon of your house, it is as much a symbol of your rulership as your crown. (+2 to Personal Combat)
Sung Weirwood Bow: An ancient bow sung from a weirwood by one of the last Children of the Forest, it was given to you in gratitude by the Wull. It is a potent and lethal weapon with limits you have not explored. (+3 Personal Combat)
Dramatis Personae
Jeyne Stark, 34 years old
Martial: 12
Diplomacy: 16+1+2+1 = 20
Stewardship: 15+2+3 = 20
Learning: 13+2 = 15.
Intrigue: 15
Traits:
Holds Grudges: She will never forget a slight or insult. Or a slight insult, for that matter.
Expert Hostess: She knows a great deal about holding a party – everything from acquiring food and entertainment to diffusing fights before they can disrupt the celebrations. (+2 Stewardship, +1 Diplomacy)
Attractive: She is a gorgeous woman. Tall, graceful, elegant…(+2 Diplomacy)
Expert Organizer: She is incredibly skilled at making plans of any type. The more complex, the better. It's actually a little scary how effective she is. (+3 Stewardship)
Linguist: She has developed a skill for languages, and knows several, enabling her to impress many by conversing in their native tongue. (+1 Diplomacy, +2 Learning)
Cautious About Magic: She was raised in the Light of Seven, but sees the potential for good magic has. She is concerned what overuse could lead to, but recognizes it is not necessarily evil.
Eddard Stark, 17 years old
Martial: 15+3+1 = 19
Diplomacy: 17+ 1 = 18
Stewardship: 16 +2 = 18
Learning: 14+1 +2 = 17
Piety: 13+2 =15
Intrigue: 15+2+2 =19
Traits:
Martial Enthusiast: He loves learning to fight, and would spend all day sparring and training if he could. (+3 Martial)
Love of History: He enjoys stories of previous kings and learning about the past almost as much. The Hungry Wolf is his second-favorite king, although he won't tell you who the first is. (+1 Learning)
Diligent: He is determined and studious, working hard to learn everything he will need as King in the North. (+2 Learning, +2 Stewardship)
Heir to the Throne: As your eldest son, he will take the throne after you die.
Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Watcher. You can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Unfair: He does not believe in fair fights. (+1 Martial, +2 Intrigue.)
Pragmatic: While he tries to maintain honorable conduct, he knows that sometimes things must be done that he would rather not do to help maintain the peace and protect his people. And he will do them without regret. (+1 Diplomacy, +2 Intrigue)
Storyteller: He enjoys telling and sharing and hearing stories, and has a gift for telling them well from other perspectives, making him enjoyable to listen to. (+4 to Diplomacy in informal situations.)
Edwyle Stark, 17 years old
Martial: 14+3 = 17
Diplomacy: 16+2 =18
Stewardship: 16
Learning: 17+2 = 19
Piety: 18+2+2 = 22
Intrigue: 15
Traits:
Martial Enthusiast: He loves learning to fight, and would spend all day sparring and training if he could. (+3 Martial)
Godseeker: He spends much of his time in the godswood when he is not occupied, meditating before the trees or playing with his direwolf. He spends almost as much time speaking with Frost or other Green Men who visit Winterfell. (+2 Piety)
Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Winter. You can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Charmer: He is naturally charming, and has honed this charm into something impressive. (+2 Diplomacy)
Xenophile: He is interested in foreign peoples and different ways of doing things. It genuinely fascinates him. (+2 Learning, bonus to Diplomacy with unfamiliar people, penalty to Diplomacy with xenophobic people)
Possesions:
Frostmourn, a Valyrian Steel Longsword
Serena Stark, 6 years old.
Traits:
Baby: She is still unformed clay.
Shy: She does not like being the center of attention.
Alys Stark, 3 years old.
Rodrik Stark, 3 years old.
Thane Brandon Snow, Brandon the Bowman, Champion of Winter, 34 years old
Martial: 19+3+2 =23
Diplomacy: 15
Stewardship: 15
Learning: 16
Piety: 15+2 = 17
Intrigue: 17+3 = 20
Personal Combat: 19
Traits:
Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Shadow. He can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Strategist: He likes to look at the big picture of how a war is fought. (+2 to Martial)
Experienced Commander: He has led men in battles for many years, fending off wildlings, bandits, and Ironborn with equal skill and efficiency. (+3 to Martial)
Silent Walker: He is eerily capable of moving silently, able to cross even the roughest ground without making a sound. Or climbing castle walls without making a sound. (+3 to Intrigue)
State of the Realm:
Military:
600 Winterfell Guard: Equipped with half-plate, heavy tower shields, and large steel axes, these highly trained and disciplined warriors are a nigh-unbreakable wall on the battlefield. (Elite, extremely well-equipped heavy infantry. Great Offense, Great Defense, Adequate Mobility, Great Morale)
75 Winterfell Scouts: Trained to track and scout, these men and women can hide anywhere with cover, painting themselves with mud and plants to better blend in. Their shadow cloaks give them uncanny skill in hiding and passing without trace, further enhancing their deadly abilities. While they carry limited weapons, they tip them in poison in the tradition of their crannogmen teachers to maximize the impact of their weapons. (Elite, extremely well-equipped scouts. Great Offense, Low Defense, Great Mobility, High Morale)
2100 Wolfswood Wardens
-1000 Wolfguard: Equipped with a mix of chain and hide armor and sturdy spears designed to take the charge of enormous beasts without breaking, these warriors are skilled in moving in forests without being detected and fighting in small groups. (Trained, equipped light infantry/scouts. Good Offense, Adequate Defense, Good Mobility, Good Morale)
-550 Arrows of the North: Riding Steeds specially bred for endurance and speed, equipped with longbows and quivers full of arrows, they shoot their foes full of holes then ride away before they can close the distance. Some call them cowards, but the Arrows of the North laugh in their faces.(High endurance archer dragoons, trained, equipped. Good Offense, Adequate Defense, Great Mobility, Good Morale)
-550 Wolf Riders: Riding Steeds specially bred for endurance and speed, equipped with light lances and longswords of Northern steel, they work in groups with the Wolfsguard and the Arrows of the North to destroy any threat on Northern roads. (High endurance light cavalry, trained, equipped. Good Offense, Adequate Defense, Great Mobility, Good Morale)
1300 Levies: Wearing gambesons and thick furs or hide armor, only the very richest can afford scale or chainmail. Every member is equipped with a stout shield and a spear, and they are trained in their use. Although compared to professional soldiers they lack discipline and courage, they are stout enough to hold the line. (Light infantry, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale)
500 Levy Archers: Wearing gambesons and thick furs, most wield shortbows, with only the most skilled having the superior longbow. They are trained to fire in volleys and can keep up a steady rate.(Archers, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale)
50 Warg Scouts: Armored with gambesons and some chain, these men and women are not trained to fight, although they may have some skill with blade or bow. Instead, they are typically kept near the commander and told to scout, looking through the sharp eyes of their falcon companions to hunt down threats and opportunities. (Scouts, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale.)
30 Healers: Armored with gambesons, these healers are usually only armed with knives. Trained by maesters and Green Men to heal, they use herbs, poultices, and their own powers to keep other soldiers from dying of their wounds. The best among them can take a man wounded unto death and have him hale and hearty and returning to the fray in under an hour. (Elite healers. Low Offense, Adequeate Defense, Adequate Mobility, Adequate Mobility, Good Morale)
Additional troops can come from vassals
12 Longships in service to the Manderlys
10 Galleys in service to the Manderlys
7 Galleys in service to the Mormonts
12 Galleys in service to the Tallharts
12 Galleys in service to the Dustins
Economy:
Treasury: 5785 gold
Income: 1950 gold (taxes) + 2150 gold (trade) + 400 gold (farming) + 100 gold (fur) + 325 gold (wool) + 420 gold (mines) + 80 gold (paper) + 130 gold (logging)
Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), - 75 gold (various tariff/tax reductions for houses), -15 gold (Snowcloaks), -500 gold(Kingly things), - 10 gold (civil service), - 25 gold (Wardens), - 200 gold (Winterfell Guard) – 150 gold (Rumors and spies)
Net Income: 4515 gold
Food Supply: Medium- surplus
Towns and Cities:
White Harbor: 25,500. Walls, harbor, city watch, markets, sewers, multiple guilds, the Snowy Sept, septwoods, shipyard.
Wintertown: 13,000. Sewers, markets, godswoods, smith's guild, carpenter's guild, small brewer's guild, city watch, septs, septwoods, forging complex, concrete factory, paper mill.
Barrowton: 14,000. Sewers, walls, markets, harbor, multiple guilds, godswoods, city watch, shipyard.
Tolgett's Yard: 1,100. Walls, shipyard
Realm Improvements:
Signaling System between Moat Caitlin and Winterfell
Signaling System all along western coast, with substantial additional fortifications.
Fever River, Barrow River, Rillwater, and Redwater are all heavily fortified
Royal Stables established outside Winterfell
Winterton and Tolgett's Yard have been given town charters.
Hunters have been established as group of assassins.
Shipyard built on Torrhen's Lake and Bear Isle and in Barrowton
New Technology:
Printing Press
Concrete
3 Field and 4 Field crop rotation
Roman Roads
Seed Drills
Standard Weights and Measures
Anti-fouling sheathing
Gunpowder
Nitrates, phosphates, and other basic chemicals
Spinning mule, drawing frame, water-powered textile machinery.
Attitudes and Power Blocs
Age: 37
Title: King in the North, King of Winter, Lord of Winterfell, The Unbroken, The Giftgiver, Beastbane
Prestige: 500
Influence: 11/70
Description: You are a remarkably nondescript man, with pale gray eyes and dark brown hair. You are stronger than average, and visibly so, but not enough to really stand out, especially when compared to some of your more…interesting vassals.
Diplomacy: 17+2 = 19. Most lords of the north are as blunt as hammers. You are too, but you can also be subtle and tactful when it suits you. You also give very impressive speeches.
Martial: 16. You can lead an army with some skill, but your brother is by far the superior general.
Stewardship: 16+1+1 =18. Numbers and figures are easy for you to work with, and management is where you thrive.
Intrigue: 15+1 = 16. The best part of believe is the lie.
Piety: 12+2+4+2 =21. It is easy to believe in gods which have touched you directly the way the Old Gods have, and you thank them for all the times they have intervened, even if sometimes the interventions are a little disturbing.
Learning: 14+1+1 =16. You have a head for numbers and figures, even if it's nothing special.
Personal Combat: 17+2 =19. With Ice in your hand, you are an instrument of lethality.
Traits:
Knowledge: Industrial: You are widely read on the process of industrialization, and you have some practical experience as well. You've made steel, built waterwheels, and you know how a mechanical loom works. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
Knowledge: Agricultural: You are familiar with farming and fishing with animal husbandry. You have actually run your own farm for some time. You can design a seed drill or a mechanical reaper, make fertilizer, or construct a greenhouse. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
One of the First Men: As one of the First Men, you are different from men of the Isles or South of the Neck in attitude and appearance.
Skilled Warg: Direwolf Bond, Raven Bond, Strange Shadowcat Bond: You have a loyal companion in the form of a fierce direwolf named Fenrir. You can warg into this direwolf less at will and still retain control over your human body for short periods of time, and even when you are not doing it so it seems to sense your thoughts. You also have a bonded raven, and can warg into other animals easily. (+8 to Personal Combat when accompanied by bonded direwolf. +1 when accompanied by bonded raven without direwolf. +3 to Personal Combat without direwolf but with other animals. +4 to Piety, penalty to diplomacy with those who dislike magic.)
Good at Speeches: You are practiced at delivering speeches, and can stir any man's heart or quell a crowd's fury with only a few moments of thought and a dozen sentences. (+2 Diplomacy)
The God's Eyes: You can see things as they truly are, stripping away the falsehood of the world to see the skein of reality beneath. While you lack true control, the flashes of insight it gives you are still useful. (+2 Piety, +1 Intrigue)
Possessions:
The Crown of Winter/The Sword Crown: This crown of gray skymetal sits uneasily on your brow, but you wear it all the same. Inside and out are two sets of runes, one in the tongue of the First Men and one in something else. Some of that something else was written by the Children of the Forest and may still have power. (+2 Piety, grants the following powers: Call Upon Ancestors, Defy Magic, The Rightful King, Wolf Warning, Wolf Bond)
Ice: A Valyrian steel greatsword and the ancestral weapon of your house, it is as much a symbol of your rulership as your crown. (+2 to Personal Combat)
Sung Weirwood Bow: An ancient bow sung from a weirwood by one of the last Children of the Forest, it was given to you in gratitude by the Wull. It is a potent and lethal weapon with limits you have not explored. (+3 Personal Combat)
Dramatis Personae
Jeyne Stark, 34 years old
Martial: 12
Diplomacy: 16+1+2+1 = 20
Stewardship: 15+2+3 = 20
Learning: 13+2 = 15.
Intrigue: 15
Traits:
Holds Grudges: She will never forget a slight or insult. Or a slight insult, for that matter.
Expert Hostess: She knows a great deal about holding a party – everything from acquiring food and entertainment to diffusing fights before they can disrupt the celebrations. (+2 Stewardship, +1 Diplomacy)
Attractive: She is a gorgeous woman. Tall, graceful, elegant…(+2 Diplomacy)
Expert Organizer: She is incredibly skilled at making plans of any type. The more complex, the better. It's actually a little scary how effective she is. (+3 Stewardship)
Linguist: She has developed a skill for languages, and knows several, enabling her to impress many by conversing in their native tongue. (+1 Diplomacy, +2 Learning)
Cautious About Magic: She was raised in the Light of Seven, but sees the potential for good magic has. She is concerned what overuse could lead to, but recognizes it is not necessarily evil.
Eddard Stark, 17 years old
Martial: 15+3+1 = 19
Diplomacy: 17+ 1 = 18
Stewardship: 16 +2 = 18
Learning: 14+1 +2 = 17
Piety: 13+2 =15
Intrigue: 15+2+2 =19
Traits:
Martial Enthusiast: He loves learning to fight, and would spend all day sparring and training if he could. (+3 Martial)
Love of History: He enjoys stories of previous kings and learning about the past almost as much. The Hungry Wolf is his second-favorite king, although he won't tell you who the first is. (+1 Learning)
Diligent: He is determined and studious, working hard to learn everything he will need as King in the North. (+2 Learning, +2 Stewardship)
Heir to the Throne: As your eldest son, he will take the throne after you die.
Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Watcher. You can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Unfair: He does not believe in fair fights. (+1 Martial, +2 Intrigue.)
Pragmatic: While he tries to maintain honorable conduct, he knows that sometimes things must be done that he would rather not do to help maintain the peace and protect his people. And he will do them without regret. (+1 Diplomacy, +2 Intrigue)
Storyteller: He enjoys telling and sharing and hearing stories, and has a gift for telling them well from other perspectives, making him enjoyable to listen to. (+4 to Diplomacy in informal situations.)
Edwyle Stark, 17 years old
Martial: 14+3 = 17
Diplomacy: 16+2 =18
Stewardship: 16
Learning: 17+2 = 19
Piety: 18+2+2 = 22
Intrigue: 15
Traits:
Martial Enthusiast: He loves learning to fight, and would spend all day sparring and training if he could. (+3 Martial)
Godseeker: He spends much of his time in the godswood when he is not occupied, meditating before the trees or playing with his direwolf. He spends almost as much time speaking with Frost or other Green Men who visit Winterfell. (+2 Piety)
Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Winter. You can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Charmer: He is naturally charming, and has honed this charm into something impressive. (+2 Diplomacy)
Xenophile: He is interested in foreign peoples and different ways of doing things. It genuinely fascinates him. (+2 Learning, bonus to Diplomacy with unfamiliar people, penalty to Diplomacy with xenophobic people)
Possesions:
Frostmourn, a Valyrian Steel Longsword
Serena Stark, 6 years old.
Traits:
Baby: She is still unformed clay.
Shy: She does not like being the center of attention.
Alys Stark, 3 years old.
Rodrik Stark, 3 years old.
Thane Brandon Snow, Brandon the Bowman, Champion of Winter, 34 years old
Martial: 19+3+2 =23
Diplomacy: 15
Stewardship: 15
Learning: 16
Piety: 15+2 = 17
Intrigue: 17+3 = 20
Personal Combat: 19
Traits:
Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Shadow. He can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Strategist: He likes to look at the big picture of how a war is fought. (+2 to Martial)
Experienced Commander: He has led men in battles for many years, fending off wildlings, bandits, and Ironborn with equal skill and efficiency. (+3 to Martial)
Silent Walker: He is eerily capable of moving silently, able to cross even the roughest ground without making a sound. Or climbing castle walls without making a sound. (+3 to Intrigue)
State of the Realm:
Military:
600 Winterfell Guard: Equipped with half-plate, heavy tower shields, and large steel axes, these highly trained and disciplined warriors are a nigh-unbreakable wall on the battlefield. (Elite, extremely well-equipped heavy infantry. Great Offense, Great Defense, Adequate Mobility, Great Morale)
75 Winterfell Scouts: Trained to track and scout, these men and women can hide anywhere with cover, painting themselves with mud and plants to better blend in. Their shadow cloaks give them uncanny skill in hiding and passing without trace, further enhancing their deadly abilities. While they carry limited weapons, they tip them in poison in the tradition of their crannogmen teachers to maximize the impact of their weapons. (Elite, extremely well-equipped scouts. Great Offense, Low Defense, Great Mobility, High Morale)
2100 Wolfswood Wardens
-1000 Wolfguard: Equipped with a mix of chain and hide armor and sturdy spears designed to take the charge of enormous beasts without breaking, these warriors are skilled in moving in forests without being detected and fighting in small groups. (Trained, equipped light infantry/scouts. Good Offense, Adequate Defense, Good Mobility, Good Morale)
-550 Arrows of the North: Riding Steeds specially bred for endurance and speed, equipped with longbows and quivers full of arrows, they shoot their foes full of holes then ride away before they can close the distance. Some call them cowards, but the Arrows of the North laugh in their faces.(High endurance archer dragoons, trained, equipped. Good Offense, Adequate Defense, Great Mobility, Good Morale)
-550 Wolf Riders: Riding Steeds specially bred for endurance and speed, equipped with light lances and longswords of Northern steel, they work in groups with the Wolfsguard and the Arrows of the North to destroy any threat on Northern roads. (High endurance light cavalry, trained, equipped. Good Offense, Adequate Defense, Great Mobility, Good Morale)
1300 Levies: Wearing gambesons and thick furs or hide armor, only the very richest can afford scale or chainmail. Every member is equipped with a stout shield and a spear, and they are trained in their use. Although compared to professional soldiers they lack discipline and courage, they are stout enough to hold the line. (Light infantry, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale)
500 Levy Archers: Wearing gambesons and thick furs, most wield shortbows, with only the most skilled having the superior longbow. They are trained to fire in volleys and can keep up a steady rate.(Archers, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale)
50 Warg Scouts: Armored with gambesons and some chain, these men and women are not trained to fight, although they may have some skill with blade or bow. Instead, they are typically kept near the commander and told to scout, looking through the sharp eyes of their falcon companions to hunt down threats and opportunities. (Scouts, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale.)
30 Healers: Armored with gambesons, these healers are usually only armed with knives. Trained by maesters and Green Men to heal, they use herbs, poultices, and their own powers to keep other soldiers from dying of their wounds. The best among them can take a man wounded unto death and have him hale and hearty and returning to the fray in under an hour. (Elite healers. Low Offense, Adequeate Defense, Adequate Mobility, Adequate Mobility, Good Morale)
Additional troops can come from vassals
12 Longships in service to the Manderlys
10 Galleys in service to the Manderlys
7 Galleys in service to the Mormonts
12 Galleys in service to the Tallharts
12 Galleys in service to the Dustins
Economy:
Treasury: 5785 gold
Income: 1950 gold (taxes) + 2150 gold (trade) + 400 gold (farming) + 100 gold (fur) + 325 gold (wool) + 420 gold (mines) + 80 gold (paper) + 130 gold (logging)
Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), - 75 gold (various tariff/tax reductions for houses), -15 gold (Snowcloaks), -500 gold(Kingly things), - 10 gold (civil service), - 25 gold (Wardens), - 200 gold (Winterfell Guard) – 150 gold (Rumors and spies)
Net Income: 4515 gold
Food Supply: Medium- surplus
Towns and Cities:
White Harbor: 25,500. Walls, harbor, city watch, markets, sewers, multiple guilds, the Snowy Sept, septwoods, shipyard.
Wintertown: 13,000. Sewers, markets, godswoods, smith's guild, carpenter's guild, small brewer's guild, city watch, septs, septwoods, forging complex, concrete factory, paper mill.
Barrowton: 14,000. Sewers, walls, markets, harbor, multiple guilds, godswoods, city watch, shipyard.
Tolgett's Yard: 1,100. Walls, shipyard
Realm Improvements:
Signaling System between Moat Caitlin and Winterfell
Signaling System all along western coast, with substantial additional fortifications.
Fever River, Barrow River, Rillwater, and Redwater are all heavily fortified
Royal Stables established outside Winterfell
Winterton and Tolgett's Yard have been given town charters.
Hunters have been established as group of assassins.
Shipyard built on Torrhen's Lake and Bear Isle and in Barrowton
New Technology:
Printing Press
Concrete
3 Field and 4 Field crop rotation
Roman Roads
Seed Drills
Standard Weights and Measures
Anti-fouling sheathing
Gunpowder
Nitrates, phosphates, and other basic chemicals
Spinning mule, drawing frame, water-powered textile machinery.
Attitudes and Power Blocs
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