Lord

## Overview

The Lord is the leader of his House, giving orders and managing his dynasty. The Lord has almost all of the Court Actions available to him, as well as the ability to bestow Duty and Honour Titles.

## Titles

The Lord entrusts certain servants with specific duties of the court. There are a variety of these Duty Titles he can bestow. Court Actions are limited by a character's title(s). A character may receive multiple Titles. In addition, the Lord may bestow Honour Titles. These are public honours or insults that result in an Ability bonus or penalty during Game Sessions.

## Sabotage

A Player may choose to use Sabotage to make it appear that they are performing a Monthly Action for their Lord, but no Reward is actually generated from the action.

The Player chooses a Monthly Action as normal, pays the Cost, rolls to succeed and determines the Reward. Then the Player opts to attempt a Sabotage roll. This will remove 1d6+2 of the Monthly Action's Reward. The Player then rolls her Character's Cunning(Any), Deception(Any), Knowledge(Any), Stealth(Any) or Thievery(Any) at the same Difficulty as the original Monthly Action.

If the Sabotage roll is successful, the Lord will see only the full amount of Reward and the Player will look like a compliant subject. If the roll fails, the Lord will see the Sabotage and there may be consequences.

## **Defense Actions**

### **Build Fortifications - (DEF Build)**

The player recruits an architect, engineer, craftsmen and labourers to erect defensive constructions.

**Used by:**  **Lord**, Castellan

**Cost:**  Defense, See Chart

**Reward:**  Soldiers get bonus defending

**Exceptional:**  Each Degree of Success reduces build time by 1 month (minimum 1)

**Failure:**  Construction delayed

**Time:**  See Chart

**Check:**  Knowledge (Education) or Warfare (Strategy or Tactics)

**Difficulty:**  See Chart

## **Influence Actions**

### **Birth an Heir - (INF Build)**

Player and a willing, fertile spouse attempt to produce an heir to the House Title.

**Used by:**  **Lord**, Lady of the House

**Cost:**  1 Influence

**Reward:**  Produce heir, Roll 1d6 (1-3 Male, 4-6 Female)

**Exceptional:**  Each Degree of Success adds another child (Twins, Triplets, etc.)

**Failure:**  Couple fails to conceive

**Time:**  3d6 +6 Months

**Check:**  Persuasion (Seduce) or Status (Breeding)

**Difficulty:**  Routine (6)

### **Call for Order - (INF to LAW)**

Player addresses the people directly, giving a speech about honour and loyalty.

**Used by:**  **Lord**, Lady of the House, Heir, Herald, Bailiff, Godsworn

**Cost:**  1 Influence

**Reward:**  1d3 Law

**Exceptional:**  Each Degree of Success add +1 Law

**Failure:**  -1d3 Law

**Time:**  1 Month

**Check:**  Deception (Act or Bluff) or Language or Persuasion (Charm or Convince or Incite or Intimidate) or Status (Breeding or Reputation)

**Difficulty:**  Challenging (9)

### **Draft Retainers - (INF to POW)**

Player calls upon her family contacts to recruit noble fighters for the House.

**Used by:**  **Lord**, Lady of the House, Heir

**Cost:**  1 Influence

**Reward:**  1 Power

**Exceptional:**  Each Degree of Success add +1 Power

**Failure:**  No retainers found

**Time:**  1 Month

**Check:**  Persuasion (Charm or Convince or Intimidate) or Status (Breeding, Reputation)

**Difficulty:**  Challenging (9)

### **Draw Immigrants - (INF to POP)**

Player makes it known abroad that her domain is a wonderful place to live.

**Used by:**  **Lord**, Heir, Herald, Bailiff

**Cost:**  1 Influence

**Reward:**  1 Population

**Exceptional:**  Each Degree of Success add +1 Population

**Failure:**  No immigrants found

**Time:**  1 Month

**Check:**  Knowledge (Streetwise) or Persuasion (Bargain or Charm or Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Routine (6)

### **Find a Suitor - (INF Spend)**

Player puts her social 'feelers' out for a marriage partner for a member of her House.

**Used by:**  **Lord**, Heir, Lady of the House

**Cost:**  1 Influence

**Reward:**  Find an interested suitor for Target

**Exceptional:**  Each Degree of Success adds another Suitor

**Failure:**  No suitable matches found

**Time:**  1d6 Months

**Check:**  Status (Breeding)

**Difficulty:**  See Chart

-3 for each Suitor Status below Target Status

-1 Attractive, Charismatic, Compelling, Eloquent, Magnetic, Respected Quality

+1 Marked, Maimed, Sickly, Threatening Drawback

+3 to find a romantic match

+5 for each Suitor Status above Target Status

+6 Crippled, Dwarf, Mute Drawback

+9 Bastard Born, Eunuch, Feeble, Outcast Drawback

+12 Reviled Drawback

 3
 4
 5
 6
 7

### **Intimidate Retainer/Servant - (INF Spend)**

Player uses the power of her House to squeeze secrets out of a foreign servant.

**Used by:**  **Lord**, Herald, Master of Whispers

**Cost:**  1 Influence

**Reward:**  Information, See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Your intimidation fails.

**Time:**  1 Month

**Check:**  Deception (Any) or Persuasion (Intimidate) or Status (Reputation)

**Difficulty:**  See Chart

+6 for every 10 Influence under Target House

+5 for Mute, Outcast or Reviled Drawback

+1 for Feeble

-1 for Authority or Sinister Quality

-1 for Threatening Drawback

-3 for every 10 Influence over Target House

 Herald
 Maester
 Master of Ships
 Master at Arms
 Master of Coin

### **Mint Coins - (INF to WLT)**

Player issues a series of local coins, promoting more currency-based trade.

**Used by:**  **Lord**, Master of Coin, Master of Ships

**Cost:**  1 Influence

**Reward:**  1 Wealth

**Exceptional:**  Each Degree of Success adds +1 Wealth

**Failure:**  Your coins don't help the local economy

**Time:**  1 Month

**Check:**  Knowledge (Education) or Persuasion (Bargain)

**Difficulty:**  Challenging (9)

### **Propaganda - (INF to INF)**

Player commissions an artistic work to be disseminated to the people.

**Used by:**  **Lord**, Lady of the House, Heir, Herald, Seneschal

**Cost:**  Influence, See Chart

**Reward:**  Influence, See Chart

**Exceptional:**  Each Degree of Success generates +1 Influence

**Failure:**  Public humiliation, -1d6 Influence

**Time:**  1 Month

**Check:**  Deception (Act or Bluff or Disguise) or Knowledge (Streetwise) or Persuasion (Charm or Convince)

**Difficulty:**  See Chart

Cost
 Commission Flattering Song
 Contract Tribute Drama

### **Religious Mission - (INF to LAW)**

Player recruits religious leaders to calm the peasants and teach them their place.

**Used by:**  **Lord**, Herald, Godsworn

**Cost:**  2 Influence

**Reward:**  Law, See Chart

**Exceptional:**  Each Degree of Success generates +1 Law

**Failure:**  Religious turmoil, -1d6 Influence, -2d6 Law

**Time:**  1 Month

**Check:**  Deception (Act or Bluff  or Cheat) or Knowledge (Streetwise) or Persuasion (Any)

**Difficulty:**  See Chart

Cost
 Local Ritual
 Elaborate Ceremony
 Imposing Liturgy

### **Take Iron Bank Loan - (INF to WLT)**

Player approaches the Iron Bank of Braavos for a currency loan. (Player can still decide to reject loan after terms are offered.)

**Used by:**  **Lord**, Master of Coin. Master of Ships

**Cost:**  Influence, See Chart

**Reward:**  Wealth, See Chart, Player and Lord gain *Debt* Drawback

**Exceptional:**  Each Degree of Success generates 100 Silver Stags for the Player

**Failure:**  Loan negotiation fails, Iron Bank not interested this month

**Time:**  1-12 Months, every 3 Months adds +1B to Check

**Check:**  Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  See Chart

Cost
Reward
 Sizable
 Large
 Expansive

### **Wanted Signs - (INF to LAW)**

Player makes it known through the land that she is searching for suspected criminals.

**Used by:**  **Lord**, Captain of the Guard, Constable, Master of Laws

**Cost:**  1 Influence

**Reward:**  1 Law

**Exceptional:**  Each Degree of Success add +1 Law

**Failure:**  -1 Law

**Time:**  1 Month

**Check:**  Knowledge (Streetwise) or Persuasion (Bargain or Charm or Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Routine (6)

## **Lands Actions**

### **Build Battering Ram - (LND Spend)**

Player recruits craftsmen to build a battering ram for use in siege.

**Used by:**  **Lord**, Castellan, Master at Arms

**Cost:**  1 Lands (simple ram), 2 Lands (covered ram)

**Reward:**  A shiny new battering ram

**Time:**  1 Month

**Check:**  None

### **Claim Domain - (LND Build)**

Player takes possession of new property.

**Used by:**  **Lord**, Master of Coin

**Cost:**  Lands, See Chart

**Time:**  1 Month

**Check:** None

### **Defensive Landscaping - (LND to DEF)**

Player recruits labourers to sculpted the land into better defensive positions.

**Used by:**  **Lord**, Castellan

**Cost:**  Lands, See Chart

**Reward:**  Defense, See Chart

**Exceptional:**  Each Degree of Success adds +1 Defense

**Failure:**  No defensive advantage gained

**Time:**  1 Month

**Check:**  Knowledge (Education) or Warfare (Strategy or Tactics)

**Difficulty:**  See Chart

 Medium
 Large
 Extensive

### **Land Trading - (LND to LND)**

Player negotiates a very minor exchange of land rights with a nearby title holder.

**Used by:**  **Lord**, Master of Coin, Bailiff

**Cost:**  1 Lands

**Reward:**  1d3 Lands

**Exceptional:**  Each Degree of Success generates +1 Lands

**Failure:**  Player makes bad deal, gains no Lands

**Time:**  1d3 Months

**Check:**  Persuasion (Bargain)

**Difficulty:**  Challenging (9)

### **Sell Land - (LND to WLT)**

Player finds a buyer for some very minor land rights.

**Used by:**  **Lord**, Bailiff, Master of Coin

**Cost:**  1 Lands

**Reward:**  1d3 Wealth

**Exceptional:**  Each Degree of Success adds +1 Wealth

**Failure:**  No buyer found

**Time:**  1d3 Months

**Check:**  Deception (Act or Bluff) or Persuasion (Bargain or Charm or Convince or Intimidate) or Status (Breeding or Reputation)

**Difficulty:**  Routine (6)

## **Law Actions**

### **Amnesty - (LAW to POW)**

Player offers local thugs to give up banditry and join her cause.

**Used by:**  **Lord**, Master at Arms, Master of Laws, Constable

**Cost:**  1 Law

**Reward:**  1 Power, Find a bandit fighter willing to go straight

**Exceptional:**  Each Degree of Success adds another suitable applicant

**Failure:**  No bandits emerge

**Time:**  1d3 Months

**Check:**  Knowledge (Streetwise) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Bequeath Criminals to the Night's Watch - (LAW to INF)**

Player sends many of her current prisoners to go defend The Wall in the North.

**Used by:**  **Lord**, Constable, Master of Laws

**Cost:**  1 Law

**Reward:**  1 Influence

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Prisoners escape from the journey to The Wall

**Time:**  1 Month

**Check:**  Persuasion (Intimidate) or Status (Reputation)

**Difficulty:**  Routine (6)

### **Clear Jails - (LAW to POP)**

Player releases many of her prisoners to settle in her lands.

**Used by:**  **Lord**, Constable, Master of Laws

**Cost:**  1 Law

**Reward:**  1 Population, Find a bandit fighter willing to go straight

**Exceptional:**  Each Degree of Success adds another suitable applicant

**Failure:**  Ex-convicts leave

**Time:**  1d3 Months

**Check:**  Knowledge (Streetwise) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Enact Local Statute - (LAW to LAW)**

Player fine-tunes a local law in order to promote general well-being.

**Used by:**  **Lord**, Master of Laws

**Cost:**  1 Law

**Reward:**  1d3 Law

**Exceptional:**  Each Degree of Success adds +1 Law

**Failure:**  -1 Influence, -1 Law

**Time:**  1 Month

**Check:**  Knowledge (Education or Research) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Establish House of Whispers - (LAW BUILD)**

Player gathers a group of spies and informants tasked with defending the House.

**Used by:**  **Lord**, Herald, Master of Whispers

**Cost:**  10 Law

**Reward:**  House of Whispers that defends against foreign spies

**Exceptional:**  Each Degree of Success adds +1 Law

**Failure:**  Player's trust is betrayed, -1d6 Influence, -1d6 Law

**Time:**  1d3 Months

**Check:**  Knowledge (Streetwise) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Recruit Prisoners - (LAW to POW)**

Player offers her prisoners the chance to earn their freedom by taking up the sword.

**Used by:**  **Lord**, Constable, Master at Arms, Master of Laws

**Cost:**  1 Law

**Reward:**  1 Power

**Exceptional:**  Each Degree of Success adds +1 Power

**Failure:**  No prisoners agree to join your army

**Time:**  1 Months

**Check:**  Persuasion (Any) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Redraw Borders - (LAW to LAW)**

Player uses ancient texts and forge documents to take her neighbours' land.

**Used by:**  **Lord**, Master of Laws

**Cost:**  1 Law

**Reward:**  1d3 Lands

**Exceptional:**  Each Degree of Success adds +1 Lands

**Failure:**  -1d6 Influence

**Time:**  1d3 Months

**Check:**  Deception (Act or Bluff) or Knowledge (Research) or Persuasion (Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Sell Pardons - (LAW to WLT)**

Player allows wealthy families to purchase the freedoms of their imprisoned kin.

**Used by:**  **Lord**, Constable, Master of Laws

**Cost:**  1 Law

**Reward:**  1 Wealth

**Exceptional:**  Each Degree of Success adds +1 Wealth

**Failure:**  -1 Influence, -1 Law

**Time:**  1d3 Months

**Check:**  Deception (Act or Bluff) or Knowledge (Streetwise) or Persuasion (Bargain or Charm or Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Sell Prisoners into Slavery - (LAW to WLT)**

Player ships many of her prisoners east to the Free Cities of Essos to be sold as slaves.

**Used by:**  **Lord**, Master of Laws, Master of Whispers, Master of Ships

**Cost:**  1 Law

**Reward:**  1d6 Wealth

**Exceptional:**  Each Degree of Success adds +1 Wealth

**Failure:**  Transaction becomes public, -1 INF -1 LAW, Player gains Ignoble Drawback

**Time:**  1d3 Months

**Check:**  Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Show Trial - (LAW to INF)**

Player conducts the public trial of an innocent serf in order to intimidate the people.

**Used by:**  **Lord**, Constable, Master of Laws

**Cost:**  1 Law

**Reward:**  1d3 Influence

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  -1d3 Influence, -1d3 Law

**Time:**  1d3 Months

**Check:**  Deception (Act or Bluff) or Knowledge (Streetwise) or Persuasion (Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Formidable (12)

## **Population Actions**

### **Conscription - (POP to POW)**

Player uses her army to 'encourage' peasants to enlist.

**Used by:**  **Lord**, Master at Arms

**Cost:**  Population, See Chart

**Reward:**  Power, See Chart

**Exceptional:**  Each Degree of Success adds +1 Power

**Failure:**  Peasants are offended, -1 Influence, -1 Law

**Time:**  1 Month

**Check:**  Deception (Any), Persuasion (Any) or Status (Reputation)

**Difficulty:**  See Chart

 Pressure.
 Pressure!
 PRESSURE

### **Massacre Peasants - (POP+POW to INF)**

Player orchestrates the shocking slaughter to teach the peasants she means business.

**Used by:**  **Lord**, Heir, Captain of the Guard, Constable, Master at Arms, Bailiff

**Cost:**  3 Population, 1 Power

**Reward:**  1d6 +4 Influence

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  -1d6 Influence, -1d6 Law, Player gains Reviled Drawback

**Time:**  1 Month

**Check:**  Persuasion (Intimidate) or Status (Reputation) or Warfare (Command) or Will (Dedication)

**Difficulty:**  Hard (15)

### **Purge Suspected Criminals - (POP to LAW)**

Player rounds up known suspected criminals and makes them disappear.

**Used by:**  **Lord**, Constable, Master at Arms

**Cost:**  1 Population

**Reward:**  1d3 Law

**Exceptional:**  Each Degree of Success add + 1 Law

**Failure:**  -1d6 Law

**Time:**  1 Month

**Check:**  Deception (Bluff or Cheat) or Knowledge (Streetwise) or Persuasion (Intimidate) or Status (Reputation) or Warfare (Command)

**Difficulty:**  Hard (15)

### **Raise Peasant Levies - (POP Build)**

Player commands her subjects to take up arms for the House.

**Used by:**  **Lord**, Heir, Master at Arms, Bailiff, Captain of the Guard, Constable

**Cost:**  2 Population

**Reward:**  1 Unit of Peasant Levies

**Time:**  1 Month

**Check:**  None

### **Revoke Land Rights - (POP to LND)**

Player evicts peasants from their lands and claims them as her own.

**Used by:**  **Lord**, Bailiff, Master of Laws

**Cost:**  1 Population

**Reward:**  1 Lands

**Exceptional:**  Each Degree of Success adds +1 Lands

**Failure:**  Serfs hear of failed transaction, -1 Influence, -1 Law

**Time:**  1d3 Months

**Check:**  Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Sell Serf Rights - (POP to WLT)**

Player sells off her historical right to the service of some her serfs.

**Used by:**  **Lord**, Bailiff

**Cost:**  1 Population

**Reward:**  1 Wealth

**Exceptional:**  Each Degree of Success adds +1 Wealth

**Failure:**  Serfs hear of failed transaction, -1 Influence, -1 Law

**Time:**  1d3 Months

**Check:**  Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Sell Serfs into Slavery - (POP to WLT)**

Player sends a group of innocent serfs out to be sold in the Free Cities.

**Used by:**  **Lord**, Bailiff, Master of Ships

**Cost:**  1 Population

**Reward:**  1d6 +1 Wealth

**Exceptional:**  Each Degree of Success adds +1 Wealth

**Failure:**  Transaction becomes public, -1 INF -1 LAW, Player gains Ignoble Drawback

**Time:**  1d3 Months

**Check:**  Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  Hard (15)

## **Power Actions**

### **Assassination - (POW Spend)**

Player orders the covert murder of a noble (Status 3-10).

**Used by:**  **Lord**, Lady of the House, Heir, Master of Whispers

**Cost:**  Power, See Chart

**Reward:**  Target dies

**Failure:**  Mission fails, becomes public, -1d6 INF 1d6 LAW, Player gains Ignoble Drawback

**Time:**  1 Month

**Check:**  Deception (Any) or Status (Reputation) or Warfare (Command)

**Difficulty:**  See Chart

+5 for Honor-Bound Drawback

### **Capture Noble - (POW Spend)**

Player orders the quiet kidnapping of a noble (Status 3-10).

**Used by:**  **Lord**, Heir, Master of Whispers. Master of Pain

**Cost:**  Power, See Chart

**Reward:**  Target dies

**Failure:**  Mission fails, becomes public, -1d6 INF 1d6 LAW, Player gains Ignoble Drawback

**Time:**  1 Month

**Check:**  Deception (Any) or Status (Reputation) or Warfare (Command)

**Difficulty:**  See Chart

+5 for Honor-Bound Drawback

### **Collect Taxes - (POW to WLT)**

Player travels the land, escorted by goons, collecting the House's due.

**Used by:**  **Lord**, Master of Coin, Sheriff

**Cost:**  1 Power

**Reward:**  1 Wealth

**Exceptional:**  Each Degree of Success add +1 Wealth

**Failure:**  No taxes collected, -1 Influence, -1 Law

**Time:**  1 Month

**Check:**  Knowledge (Streetwise) or Persuasion (Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Construct Warships - (POW Build)**

Player creates a new small fleet of ships or troop of sailors.

**Used by:**  **Lord**, Master at Arms, Master of Ships

**Cost:**  Power, See Chart

**Reward:**  You gain a new naval unit to command

**Time:**  1 Month

**Check:**  None

 Trained
 Veteran

### **Declare War - (POW Spend)**

Player makes a formal declaration of war against another House.

**Used by:**  **Lord**, Master at Arms

**Cost:**  1 Power

**Time:**  1 Month

**Check:**  None

### **Espionage - (POW Spend)**

Player tasks one of her spies with a secret mission.

**Used by:**  **Lord**, Master of Whispers

**Cost:**  2 Power

**Reward:**  Information, See Chart

**Exceptional:**  Each Degree of Success add +1 Power

**Failure:**  Mission failed, Exposed, -1d6 Influence

**Time:**  1 Month

**Check:**  See Chart

**Difficulty:**  See Chart

+6 for Famous Quality

-1 Face in the Crowd Quality

-3 Warg Quality

-6 Skinchanger Quality

### **Evict Smallfolk - (POW to LND)**

Player uses her troops to force minor land-holders off of their lands.

**Used by:**  **Lord**, Heir, Master at Arms, Bailiff

**Cost:**  1 Power

**Reward:**  1 Lands

**Exceptional:**  Each Degree of Success add +1 Lands

**Failure:**  No Lands gained, -1 Influence, -1 Law, Player gains Reviled Drawback

**Time:**  1 Month

**Check:**  Persuasion (Intimidate) or Status (Reputation) or Warfare (Command)

**Difficulty:**  Challenging (9)

### **Field Exercise - (POW to POW)**

Player sends her warriors to display their skills before the people.

**Used by:**  **Lord**, Master at Arms

**Cost:**  Power, See Chart

**Reward:**  Power, See Chart

**Exceptional:**  Each Degree of Success generates +1 Power

**Failure:**  Public humiliation, -1d6 Influence

**Time:**  1 Month

**Check:**  Status (Reputation) or Warfare (Command)

**Difficulty:**  See Chart

 Drill Maneuvers
 Training Operations

### **Hired Killing - (POW Spend)**

Player orders the quiet killing of a peasant (Status 0-2).

**Used by:**  **Lord**, Heir, Captain of the Guard, Constable, Master of Whispers

**Cost:**  5 Power

**Reward:**  Target dies

**Failure:**  Mission fails, becomes public, -1 INF 1d6 LAW, Player gains Reviled Drawback

**Time:**  1 Month

**Check:**  Deception (Any) or Status (Reputation) or Warfare (Command)

**Difficulty:**  Hard (15), +5 for Honor-Bound Drawback

### **Kidnap Peasant - (POW Spend)**

Player orders the secret capture of a peasant (Status 0-2).

**Used by:**  **Lord**, Heir, Master of Whispers, Bailiff, Captain of the Guard, Constable, Master of Pain

**Cost:**  5 Power

**Reward:**  Target dies

**Failure:**  Mission fails, becomes public, -1 INF 1d6 LAW, Player gains Reviled Drawback

**Time:**  1 Month

**Check:**  Deception (Any) or Status (Reputation) or Warfare (Command)

**Difficulty:**  Hard (15), +5 for Honor-Bound Drawback

### **Manhunt - (POW to LAW)**

Player forms a posse to hunt down a known criminal.

**Used by:**  **Lord** , Heir , Master of Laws , Captain of the Guard , Constable

**Cost:**  3 Power

**Reward:**  2d6 -4 Law

**Exceptional:**  Each Degree of Success generates +1 LAW

**Failure:**  Criminal escapes, Humiliation, -1d6 INF -1d6 LAW

**Time:**  1 Month

**Check:**   Awareness (Notice) or Knowledge (Streetwise)

**Difficulty:**  Hard (15)

### **Medal Ceremony - (POW to INF)**

Player arranges a public award ceremony to honour her soldiers.

**Used by:**  **Lord**, Master at Arms, Seneschal

**Cost:**  Power, See Chart

**Reward:**  Influence, See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Peasants are offended, -1 Influence, -1 Law

**Time:**  1 Month

**Check:**  Status (Reputation) or Warfare (Command)

**Difficulty:**  See Chart

Cost
 Simple
 Ostentatious
 Extravagant

### **Night Patrols - (POW to LAW)**

Player forms crews of watchmen to patrol the lands at night.

**Used by:**  **Lord**, Heir, Master at Arms, Master of Laws, Captain of the Guard, Constable

**Cost:**  Power, See Chart

**Reward:**  Law, See Chart

**Exceptional:**  Each Degree of Success add +1 Law

**Failure:**  No criminals found

**Time:**  1 Month

**Check:**  Awareness (Notice) or Knowledge (Streetwise) or Status (Reputation)

**Difficulty:**  See Chart

Cost
 Deliberate
 Severe
 Iron-fisted

### **Raise Troops - (POW Build)**

Player creates a new army unit.

**Used by:**  **Lord**, Castellan, Master at Arms

**Cost:**  Power, See Chart

**Reward:**  You gain a new military unit to command

**Time:**  1 Month

**Check:**  None

### **Release Troops - (POW to POP)**

Player releases her troops into civilian life.

**Used by:**  **Lord**, Master at Arms

**Cost:**  Power, See Chart

**Reward:**  Population, See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Soldiers flee your lands, -1d3 Influence

**Time:**  1 Month

**Check:**  Status (Reputation) or Warfare (Command)

**Difficulty:**  See Chart

 Section
 Troop
 Company

### **Sell Equipment - (POW to WLT)**

Player sells away some of her army's equipment.

**Used by:**  **Lord**, Master at Arms, Master of Coin

**Cost:**  1 Power

**Reward:**  1 Wealth

**Exceptional:**  Each Degree of Success generates +1 Wealth

**Failure:**  No buyer found

**Time:**  1d3 Months

**Check:**  Knowledge (Streetwise) or Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Torture Noble - (POW Spend)**

Player applies pain to a captive noble (Status 3-10) in order to gain information.

**Used by:**  **Lord**, Heir, Master of Whispers, Master of Pain

**Cost:**  1 Power

**Reward:**  One piece of intelligence

**Exceptional:**  Each Degree of Success add +1 Influence

**Failure:**  Victim dies, No information gained, Player gains Reviled Drawback

**Time:**  1 Month

**Check:**  Deception (Any) or Persuasion (Intimidate) or Status (Reputation)

**Difficulty:**  See Chart

+5 for Honor-Bound Drawback

-1 for Sinister Quality

-1 for Threatening Drawback

 4 - Petty Lord
 5 - Minor Lord
 6 - Major Lord
 7 - Great Lord
 8 - Warden
 9 - King's Hand
 10 - King

### **Torture Smallfolk - (POW Spend)**

Player applies pain to a captive peasant (Status 0-2) in order to gain information.

**Used by:**  **Lord**, Heir, Master of Whispers, Bailiff, Constable, Master of Pain

**Cost:**  1 Power

**Reward:**  Information, See Chart

**Exceptional:**  Each Degree of Success add +1 Influence

**Failure:**  Victim dies, No information gained

**Time:**  1 Month

**Check:**  Deception (Any) or Persuasion (Intimidate) or Status (Reputation)

**Difficulty:**  See Chart

+5 for Honor-Bound Drawback

-1 for Sinister Quality

-1 for Threatening Drawback

 Cook
 Craftsman
 Farmer
 Scribe
 Soldier

### **Train Unit - (POW Spend)**

Player spends time honing the skills of a single military unit.

**Used by:**  **Lord**, Castellan, Master at Arms, Captain of the Guard

**Cost:**  Power, See Chart

**Reward:**  Military Unit gains a Training Level

**Exceptional:**  Each Degree of Success adds +1 Training Level (Max 'Elite')

**Failure:**  Soldiers do not improve

**Time:**  1 Month

**Check:**  Warfare (Command) or Status (Reputation)

**Difficulty:**  See Chart

 2
 3

## **Wealth Actions**

### **Bribery - (WLT Spend)**

Player pays a House servant (Status 0-3) to leave their Lord.

**Used by:**  **Lord**, Heir, Master of Whispers

**Cost:**  Wealth, See Chart

**Reward:**  Target leaves Lord's service

**Exceptional:**  Each Degree of Success add +1 Influence

**Failure:**  The Target is unmoved, She takes your money and reports to her Lord

**Time:**  1 Month

**Check:**  Persuasion (-Any-) or Status (Reputation)

**Difficulty:**  See Chart

 1 - Commoner
 2 - Merchant
 3 - Knight

### **Buy Siege Engine - (WLT Spend)**

Player creates a new siege engine.

**Used by:**  **Lord**, Castellan, Master at Arms

**Cost:**  Wealth, See Chart

**Reward:**  You gain a new siege engine to command

**Time:**  1 Month

**Check:**  None

### **Buy Whispers - (WLT Spend)**

Player makes it known that she is in the market for secrets.

**Used by:**  **Lord**, Master of Whispers

**Cost:**  1 Wealth

**Reward:**  Information, Narrator's descretion

**Exceptional:**  Each Degree of Success add +1 Influence

**Failure:**  No informants emerge

**Time:**  1 Month

**Check:**  Knowledge (Streetwise) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Conduct Business Venture - (WLT to WLT)**

Player invests coin in a financial operation.

**Used by:**  **Lord**, Heir, Master of Coin, Master of Ships

**Cost:**  3 Wealth

**Reward:**  Wealth, See Chart

**Exceptional:**  Each Degree of Success generates 100 Silver Stags for the Player

**Failure:**  Business venture fails, Investment lost

**Time:**  1-12 Months, every 3 Months adds +1B to Check

**Check:**  Persuasion (Bargain)

**Difficulty:**  See Chart

 Risky
 Longshot

### **Cut Off House Member**

Player revokes another player's access to House funds.

**Used by:**  **Lord**, Master of Coin

**Cost:**  None

**Effect:**  Target player cannot spend Wealth until her permission is reestablished

**Time:**  Free, Does not cost an action

**Check:**  None

### **Default on Debts**

Player issues a proclamation that her House will not honour its outstanding debts.

**Used by:**  **Lord**, Master of Coin

**Cost:**  None

**Effect:**  All debts canceled, -2d6 Influence, -1d6 Law, -1d6 Power, Player and Lord both gain Ignoble Drawback

**Time:**  1 Month

**Check:**  None

### **Hire Faceless Men - (WLT? Spend)**

Player sends word to the House of Black and White in Braavos that someone must die.

**Used by:**  **Lord**, Lady of the House, Heir, Master of Whispers

**Cost:**  Unknown

**Reward:**  Target dies

**Exceptional:**  Unknown

**Failure:**  Many-Faced God decides that it is the Player who must die

**Time:**  Unknown

**Check:**  Unknown

**Difficulty:**  Unknown

### **Hire Mercenaries - (WLT+POW Build)**

Player hires a unit of a hundred mercenaries.

**Used by:**  **Lord**, Heir, Master at Arms, Captain of the Guard

**Cost:**  1 Power + Wealth, See Chart

**Reward:**  You gain a new mercenary unit to command

**Time:**  1 Month (up to 5 Units raised a Month)

**Check:**  None

 Trained
 Veteran
 Elite

### **Informants - (WLT Spend)**

Player hires an unsavory character to inform for her.

**Used by:**  **Lord**, Master of Whispers

**Cost:**  3 Wealth

**Reward:**  Information, See Chart

**Exceptional:**  Each Degree of Success add +1 Influence

**Failure:**  Mission failed, Exposed, -1d6 Influence

**Time:**  1 Month

**Check:**  Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  See Chart

+6 for Honour-Bound Drawback

 Influence
 Lands
 Law
 Population
 Power
 Wealth

### **Manage Resources - (WLT to ANY)**

Player shifts the House's holdings to suit the needs of the day.

**Used by:**  **Lord**, Master of Coin

**Cost:**  Wealth, 2:1 or 3:1 ratio

**Reward:**  Any other Resource

**Time:**  1 Month

**Check:**  None

Wealth can be exchanged for any other House resource at a 2:1 ratio. During a turn, you can only convert resources once, but you can do so of any amount. If a reduction results in an inability to pay for an investment, you lose that investment. If you’re desperate, you can convert two resources, but the exchange rate becomes 3:1. Such exchanges are called “rushed".

### **Trade Expedition - (WLT+POW to WLT+INF)**

Player amasses a merchant fleet to bring local goods to foreign markets.

**Used by:**  **Lord**, Heir, Master of Coin, Master of Ships

**Cost:**  Wealth and Power, See Chart

**Reward:**  Wealth and Influence, See Chart

**Exceptional:**  Each Degree of Success generates +1 Influence

**Failure:**  Business venture fails, Investment lost

**Time:**  1d6 +6 Months

**Check:**  Knowledge (Research) or Persuasion (Bargain)

**Difficulty:**  See Chart

### **Upgrade Unit Equipment - (WLT Spend)**

Player buys new weapons and armour for one military unit.

**Used by:**  **Lord**, Castellan, Master at Arms, Captain of the Guard

**Cost:**  1 WLT per upgrade

May upgrade Armour and/or Fighting Damage and/or Marksmanship Damage by 1 each

**Reward:**  Military Unit gains new Equipment

**Time:**  1 Month

**Check:**  None

## **Event Actions**

### **Animal Fight - (POW+WLT to INF+WLT)**

Player arranges animals to fight for the entertainment of gambling onlookers.

**Used by:**  **Lord**, Heir, Seneschal

**Cost:**  Power and Wealth, See Chart

**Reward:**  Influence and Wealth, See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Fight is shunned, -1 Influence

**Time:**  1 Month

**Check:**  Animal Handling (Charm or Train)

**Difficulty:**  See Chart

### **Execution - (POW+WLT to INF+LAW)**

Player demonstrates the King's justice by holding a public execution.

**Used by:**  **Lord**, Heir, Master of Laws, Master of Pain, Captain of the Guard, Constable

**Cost:**  Power and Wealth, See Chart

**Reward:**  Influence and Law, See Chart

**Exceptional:**  Each Degree of Success adds +1 Law

**Failure:**  Execution is shunned, -1d6 Influence, -1d6 Law

**Time:**  1 Month

**Check:**  Persuasion (Intimidate) or Status (Reputation)

**Difficulty:**  See Chart

### **Festival - (WLT to INF+Varies)**

Player holds a public, often religious, celebration in order to spread joy and influence.

**Used by:**  **Lord**, Lady of the House, Heir, Seneschal

**Cost:**  Wealth, See Chart

**Reward:**  See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Festival is ruined, no benefit

**Time:**  1 Month

**Check:**  See Chart

**Difficulty:**  See Chart

 Regional Affair
 Large Festival

Player who holds sacrifice and Lord of House gain the Reviled Drawback

### **Race - (WLT to INF+Varies)**

Player conducts a public match of speed.

**Used by:**  **Lord**, Lady of the House, Heir, Master of Ships, Seneschal

**Cost:**  3 Wealth

**Reward:**  1d3 Influence and Bonus, See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Race is ruined, no benefit

**Time:**  1 Month

**Check:**  See Chart

**Difficulty:**  Challenging (9)

 Dog
 Horse
 Rowing
 Sailboat

### **Show - (WLT to INF)**

Player raises a group of artists for a local performance.

**Used by:**  **Lord**, Lady of the House, Heir, Seneschal

**Cost:**  Wealth, See Chart

**Reward:**  Influence, See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Show is ruined, no benefit

**Time:**  1 Month

**Check:**  See Chart

**Difficulty:**  See Chart

 Standard Troupe
 Large Pageant

### **Tournament - (INF+POW+WLT to INF+Varies)**

Player holds a public contest of athletic and martial talent.

**Used by:**  **Lord**, Lady of the House, Heir, Master at Arms, Seneschal

**Cost:**  See Chart

**Reward:**  See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Festival is ruined, no benefit

**Time:**  1 Month

**Check:**  Status (Tournaments) or See Chart

Roll each Event - each success generates bonus reward

Must succeed majority of Events to collect any Rewards

**Difficulty:**  See Chart

### **Wedding - (WLT to INF)**

Player organizes a formal wedding ceremony for a willing couple.

**Used by:**  **Lord**, Lady of the House, Heir, Seneschal

**Cost:**  Wealth, See Chart

**Reward:**  Influence, See Chart

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Wedding is ruined, no benefit

**Time:**  1 Month

**Check:**  Status (Breeding)

**Difficulty:**  See Chart + Status Difficulty, See Chart

 Regional Affair
 Grand Fete

**Groom Status**

.