
World Moves and Combat is the system that governs the strategic movement of armies and the battles that define the fate of noble houses. This system allows Heads of Houses to make calculated decisions each week as they balance their resources, armies, and alliances to expand their influence across the land or defend their territories from invaders.
Players will manage their armies by moving them across tiles on the map and engaging in battles when they encounter enemy forces. The strategic positioning of your armies, use of terrain, and timing of your actions will determine success or failure. Every choice carries weight, as the wrong move could leave your lands exposed to invasion or stretch your resources too thin.
Each house commands a variety of armies and fleets, shaped by their wealth, influence, and strategic priorities. The Head of House can choose one action per week, such as recruiting and building new units, moving existing forces, or invading another house seat.
EXAMPLE
Stark wants to invade Frey and take over The Twins. It is eight days (eight tiles) from Winterfell to The Twins. During week one, the Stark HoH begins mustering their forces (gathering alliances, banner houses, etc.) This counts as the one action for the first week. During week two, the Stark HoH can decide to move their units five tiles towards The Twins. This counts as the one action for the second week. For week three, Stark is only three tiles away from Frey. Because each HoH can choose ONE action per week, this week Stark chooses to move the three tiles and camp outside of The Twins. This counts as the one action for the third week. Now Stark is camped outside of Frey. During week four, Stark can choose to invade The Twins and attempt to take over the seat. This counts as the one action for the fourth week.
Any time from week two onward, the Combat Team may contact the HoH or acting HoH whose lands are in direct path or in very near proximity of the passing army and ask for rolls. This may be done to provoke rumors, spottings or potential unexpected involvement from other Houses. Armies and fleets are not easy to hide and would more than likely be spotted!
How Moves Are Done
The map is divided into tiles, and armies can move across these tiles to achieve their objectives, such as attacking enemies, defending lands, or seizing territory. In this system, 1 real-life day equals 1 tile of movement, allowing players to move their armies / fleets by up to 1 tile per day and a maximum of 5 tiles in a single week, as determined by the weekly action system.
To move armies across the map, players must adhere to the Movement Rules. Each army/fleet movement costs 20 Gold Dragons per tile. This represents the expenses of food, supplies, and logistics. To initiate movement, the Head of House must submit a combat ticket detailing the starting point of the army, the destination and the number of armies/fleets being moved.
Players are given freedom to add flavour text into their submission post detailing what type of units consist in their armies / fleet - pikemen, soldiers, etc.
Movements must be submitted by Friday, 11 PM SLT to be valid for the weekly move cycle. All submitted movements will be reviewed, adjusted if needed, and finalized by Monday, 6 PM SLT, when actions are resolved.
If a house does not have a designated Head of House, the Combat Admins, in coordination with the house's heir, will manage the moves and upkeep to ensure the house remains active and functional within the game. The same rules apply for upkeep submissions, ensuring all logistical costs are accounted for within the specified timeframe.
Upkeep
Upkeep refers to the ongoing cost of maintaining active armies, fleets, and other resources while they are away from their house seat. It represents the logistical expenses of feeding troops, paying wages, supplying ships, and ensuring your forces remain operational during campaigns or wars. Upkeep is deducted from house resources on a weekly basis and is represented by House Coin. It is paid only when troops are outside the main house seat on the move, camping or invading. Upkeep will be charged each time combat mods announce new moves on Monday for any units outside the Seat of House. Each army/fleet movement costs 20 coins per tile, representing the expenses of food, supplies, and logistics.
ARMY
An army is limited to a maximum of 400 units in total. Similarly, a fleet is capped at a maximum of 15 ships. If a player wishes to move more units or ships than these limits, they must assemble and manage multiple armies or fleets. Each army or fleet must be tracked and moved separately, following the movement rules and incurring their own costs. This ensures that large-scale movements require strategic planning and coordination, adding depth to logistics and warfare. If a player wants to move 2,000 units, they need to assemble 5 armies and for each one, pay for movements and submit moves. Players must move at least one fully assembled army.
FLEET
A fleet is limited to a maximum of 15 warships per individual fleet. If a player wishes to move more than 15 ships, they must assemble and manage multiple fleets. Each fleet must be tracked and moved separately, adhering to movement rules and incurring individual costs. This ensures that large-scale movements require strategic planning and coordination, adding depth to logistics and warfare. Players must move at least one fully assembled fleet.
Note: Transport ships are not considered warships, and therefore are not part of a fleet.
COIN
Coin represents the primary currency and resource management system within CoS. It symbolizes the wealth and financial power of a house, encompassing everything from gold reserves, trade profits, taxes collected from vassals, and plunder gained through conquests. Coin is essential for maintaining the strength of a house and is used to fund armies, fleets and strategic actions. Houses gain coin primarily through their Base Income, which represents the wealth generated from their lands, trade, taxes, and other resources. Additionally, certain actions or strategic decisions can increase a house’s coin reserves.
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Base Income - Every house earns a set Base Income at the start of each month. This income depends on the variety of stats influencing it:
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Banner Houses receive: 100 Golden Dragons/month
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Great Houses receive: 200 Golden Dragons/month
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Modifiers to Base Income:
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Charisma Bonus - For every point of Charisma, the head of house increases the Monthly Income by 10 GD
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Example: A house with a Base Income of 200 Golden Dragons and a Head of House with 4 Charisma gains an extra 40 Golden Dragons monthly, bringing their total income to 240 Golden Dragons total that month adding to initial wealth house has.
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Plundering and Invasions - During an invasion, the attacking house can plunder the defending house’s resources.
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Seizing a House Seat - If a house successfully captures another’s house's seat, they take 80% of that house’s income for the next month while the defenders recover.
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Winning Tournaments - Earn 10 - 50 Golden Dragons for your House as a reward for sponsoring or participating in a major tournament.
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Loaning Troops or Ships - Houses can loan forces (e.g., armies or fleets) to allies in exchange for Golden Dragons, to be determined by both parties.
House Seat Stats Overview
A House Seat is the core of a house’s power, serving as the seat of its military, economic, and political strength. Each House Seat has 5 key stats, which represent its capabilities and influence. Upon creation, a House Seat’s resources are determined by the Combat Team and reflect the house’s initial position in the game.
Every Head of House gets 6 points to allocate among house stats , no more than 3 into the same Stat.
1. WEALTH
Represents the economic power of the house and its ability to generate Coin. Wealth is used to cover the upkeep of armies and fleets, purchase more units, supplies etc, and fund large projects like House Seat upgrades.
A Higher Wealth Stat Means: Greater amount of coin generated each month
Charisma Bonus: For every point of Charisma, the Head of House increases the the Monthly Income by 10 GD
COMBAT DICE MODIFIER: no modifier, pays for upkeep and repairs
2. ARMY
Reflects the number of men available for war and the overall strength of your land-based forces.
Your army is composed of a maximum of 400 units in total (units represent archers, pikemen, soldiers, knights etc.)
Upkeep: Armies only cost Coins and resources on a weekly basis if they are deployed outside the House Seat (e.g., during wars or campaigns).
A Higher Army Stat Means: More troops available for defense, larger forces for campaigns and invasions.
COMBAT DICE MODIFIER: Each point adds +1 army dice
3. FLEET (Only for House Seats near the sea)
Represents the number of warships available to patrol seas, or engage in naval battles.
Upkeep: Ships only cost Coins and resources on a weekly basis when they are deployed at sea outside their House Seat docks (e.g., during naval campaigns or blockades).
A Higher Fleet Stat Means: More warships available for defense, larger fleets for naval campaigns and invasions.
COMBAT DICE MODIFIER: Each point adds +1 fleet dice
4. FORTITUDE
Represents the number of defensible structures, guards, land barriers, etc. that are used to protect and defend each House Seat. Each House Seat starts with a set number of defences.
COMBAT DICE MODIFIER: Each point adds +1 dice to defense
5. PROMINENCE
Represents the reputation, influence, and political standing of your house in Westeros. A house with high prominence is well-known, respected, or feared, and can influence key events and outcomes through diplomacy, alliances, or intimidation. These points reflect the house’s reputation, respect, fear, and diplomatic power within the realm.
Prominence affects outside combat:
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IC events: Your standing in court and negotiations with other houses.
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Vassal loyalty: Higher prominence encourages vassals and allies to stay loyal during conflicts.
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A Higher Prominence Stat Means: Greater sway over rivals and allies, improved diplomatic outcomes, and a stronger ability to shape major political events.
Prominence could be used during IC diplomatic events to give bonuses to persuasion rolls, sway vassals, intimidate rivals, or increase chances of forming alliances.
COMBAT DICE MODIFIER: Each point adds +1 dice to either attack or defense
How World Combat Works
Combat in this system involves rolling a number of d20 dice equal to the size of each side’s armies/fleets, factoring in any special modifiers from the Head of House (HoH) or the House seat itself. Only the defending seat may apply its Defense stat, while both sides can benefit from modifiers related to armies/fleets and prominence.
Step 1: Mustering
To initiate movement and prepare for an invasion or conquest, players must formally declare their intentions to the Combat Mod Team. This is done in-character (IC) and submitted through a combat ticket. Once declared, a 1-week mustering period begins, during which armies are gathered and prepared for battle.There must be an IC, valid reason for a HoH to wish to invade another House, otherwise the Combat team may ask the HoH to ask for rolls to see if allies and bannermen support the HoH’s wild decision.
Step 2: Movement
During the movement phase, armies/fleets travel toward the target location, incurring upkeep costs based on the number of tiles or days they traverse. Payments are made weekly. As armies advance, houses with high Influence or borders near the movement path may be alerted to the presence of nearby activity, creating opportunities for strategic responses.
Step 3: Arrival
When the armies/fleets reach their destination, they establish a battleground near the targeted location or house seat. Before combat begins, a 1-week preparation period is required, costing 20 Golden Dragons per army/fleet. This time is spent setting up defenses, strategies, and positioning forces.
Step 4: Combat
The attacker strikes first. The Combat Team will then guide both sides through the battle, presenting dice rolls and outcomes within a narrative account of the events. Throughout the process, the HoHs (or their representatives) collaborate with the Combat Team to help shape decisions and reactions as the conflict unfolds. For every attack that is successful against a defender, the defender loses one army, fleet or defense. For every attack that fails against a defender, the attacker loses one army or fleet. Combat is completed under one of the following conditions: 1. One side yields or surrenders; or 2. One side runs out of armies/fleets.
Step 4.b Heroes and Dragons
Heroes play a strategic role in battle, offering unique advantages to their side. A Hero is considered to be any player who joins in with their PC character as an active member of the war campaign. Their presence can shift the course of a battle, but they also face incredibly high personal risks, including severe injury, long term capture, the threat of torture or even death. Players who wish to actively engage in war campaigns must withdraw their character from active RP and accompany the army as it advances toward the enemy.
Players MUST take the following under SERIOUS consideration - There is the very real possibility of character death should a player choose to join an active war campaign as a hero. This choice will not only affect your character, but those of your House and any current RP storylines a player may have in progress. Actions have consequences!
Each Hero present on the battlefield can perform one special action per combat round, such as inspiring troops, leading a charge, or dueling an enemy commander. The effectiveness of a Hero’s action is determined by a dice roll through the HUD, influenced by their personal skills and battlefield conditions. All this is done in coordination with the Combat team during the War campaign.
Heroes can also challenge enemy Heroes to single combat. If both sides agree, the duel is resolved through a series of dice rolls, with the winner gaining an extra attack or defense dice for their side and the loser suffering injury, capture, or death depending on the outcome.
Dragons can join the active campaign as well but always with a rider. Rider+ dragon is considered a Hero and is again subjected to the same rules stated above. Dragons are not invincible. Ballistae, scorpions, and enemy dragons pose significant threats. If a dragon is critically wounded, the rider must attempt to regain control or risk being thrown from the saddle. Should a dragon perish, its rider faces the possibility of death or capture, determined by a dice roll along with the Combat Team.
A dragon’s presence can turn the tide of war, but reckless use may lead to devastating consequences.
Step 4.c Diplomacy
Even in the heat of battle, diplomacy remains a viable tool for resolving conflicts. The Heads of Houses (HoHs) or their appointed representatives may engage in negotiations at any point during combat to seek a truce, surrender, or alternative terms for ending hostilities.
Diplomatic actions may include:
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Parley – A temporary ceasefire is declared to allow both sides to negotiate terms without immediate threat of attack. Terms must be agreed upon before the battle resumes or concludes. The maximum amount of time a Parley may last is three RL weeks.
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Surrender – One side formally yields, conceding to the victor’s demands. The losing side may negotiate terms for their surrender, such as the safety of their people, retention of certain lands, or the release of prisoners.
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Alliances and Betrayals – In some cases, rival forces may agree to unite against a common enemy or betray former allies in the middle of combat. However, sudden shifts in loyalty may have lasting political consequences. Combat team may come in at any time to verify any alliance changes!
All diplomatic agreements must be honored unless one side chooses to break them, which may result in reputational damage or future retribution. Once a formal agreement is reached, combat ends under the agreed-upon conditions.