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Thread: Rules of the Game

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    Dirty Chai's Avatar Dux Limitis
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    Default Rules of the Game

    Ranks and Offices Nobility of the Latin Empire
    Emperor (Agnatic-Cognatic Primogeniture Succession, can be changed)
    Prince/Princess
    King (Thessalonica, Max limit of 1)
    Lord/Duke (Number possible and Max Limit: 7)
    Count
    Baron
    Knight

    Clergy of the Latin Empire
    Latin Patriarch of Constantinople (granted to the Archbishop of St. Sophia, max of 1)
    Bishop (max of 4, including Archbishop of St. Sophia)
    Priest

    Ranks of the Order
    Master/Marshal (Max of 2 to 3)
    Knights (Usually drawn from the aristocracy)
    Squires (Most of Low-born heritage)
    Order Monks (Clergy of the Order)

    Ranks/Offices of the Haute Cour
    Bailiff/Castellan: Administered the empire in the absence or minority of the Emperor (Primarily a Regent position, usually appointed upon the departure of the ruler for war or when the monarch is incapable of ruling; usually appointed by the will of the ruler upon death, through popular vote of the Haute Cour or through their relation to the royal family)
    Constable: Commander of the empire's armies and the city guard; the second-in-command of the Empire's armies
    Seneschal: Managed royal funds, incomes and taxes as well as oversaw the Haute Cour in the absence of the Emperor
    Chancellor: Managed the empire's diplomatic services and relations with foreign kingdoms
    Spymaster: Served as the eyes and ears of the Emperor, scoured for plots against the royal family
    Order Masters/Marshals: Leaders of the Orders stationed in Frankish-occupied lands of Greece
    Latin Patriarch: Archbishop of Saint Sophia and head of the Church dioceses in the Empire


    Regular Fiefdom incomes Baronies: 10,000 Ducats
    Bishoprics: 15,000 ~ 25,000 Ducats (Decided on capture)
    Counties: 15,000 Ducats
    Lordships: 20,000 Ducats


    Starting Territories and Titles
    Latin Empire of Constantinople (Secular)

    Main title: Emperor of the Latin Empire
    Secondary titles: Count of Thrace
    Levy information: 5,000 (Imperial City) and 1,250 (Count title)

    Lordship of Naxos/Aegean Islands (Secular)

    Main title: Duke of Naxos
    Secondary titles: Count of Euboia and Barony of Oreoi
    Levy information: 2,000 (Ducal title) and 1,250 (Count title)

    Lordship of Philippolis (Secular)

    Main title: Duke of Philippolis
    Secondary titles: Count of Adrianople and Barony of Skalothe
    Levy information: 2,000 (Ducal title) and 1,250 (Count title)

    Archbishopric of Saint Sophia (Ecclesiastical, Constantinople)

    Titles: Latin Patriarch and Archbishop of Constantinople
    Secondary titles: N/A
    Levy information: 500

    Bishopric of Saint Demetrius (Ecclesiastical, Adrianople)

    Titles: Bishop of Adrianople
    Secondary titles: N/A
    Levy information: 500


    Secondary Titles are titles that can be granted to vassals or heirs of the primary holder. These titles are encouraged to be granted to players who seek to become vassals of a region or to members of the family, whether they are played by another player or written by the primary holder.


    Playable Lands Levy Size and Composition
    ~Titles may be acquired by being given titles by one who holds a higher feudal rank granting it to you. The King may grant or rescind titles, and lesser lords may only grant titles they hold themselves. Ecclesiastical leaders may not grant secular titles outside of lands they control~

    Crusader State Military

    Light
    Armed Pilgrims
    Sergeant Spearmen
    Venetian Crossbowmen
    Levy or Peasant Archers
    Light Cavalry

    Medium
    Feudal Men-at-Arms
    Armoured Sergeants
    Feudal Crossbowmen
    Feudal Archers

    Heavy
    Dismounted Feudal Knights
    Mounted Feudal Knights


    Order Militaries

    Note: In order to acquire units from a Monastic Military Order, the Emperor must first accept support from any of the three current Military Orders (Templars, Hospitallers or Teutonics). Once they have this support, chapters may be allowed to be built by clergy characters and be open for hire by the nobility. They will prove to be rather expensive in both purchase and upkeep as well as low in number, but they are very elite troops nonetheless.
    Light Units
    Squires of the Order
    Sergeant Spearmen of the Order
    Order Archers

    Medium Units
    Armoured Sergeants of the Order
    Order Crossbowmen

    Heavy Units
    Dismounted Order Knights
    Mounted Order Knights


    Greek Units

    Note: Greek Units will become available for levies once the population becomes loyal to their new lieges and/or becomes converted. As time goes on, however, some Greek units may become available for hire depending upon conversion rates. Greek units hired will have a tendency of attempting rebellions or deserting armies. Conversion rates help ensure their loyalty as they join Western Christendom.
    Light Units
    Contaratoi (militia)
    Greek peltasts
    Koursores (light cavalry)
    Thematic Archers

    Medium Units

    Scoutatoi Spearmen
    Scoutatoi Swordsmen
    Toxotae (professional archers)


    Additional Levy and Income Information

    As the Latin Empire, we start off with three ducal titles (Thrace (Emperor's title), Naxos and Philippolis) and many other minor titles including baronies, counties and bishoprics. As wars and diplomacy go on, we will be winning and losing territories, shaping the Empire as the years go on.

    Here is a guideline to the information on when new territories are captured/acquired and what they will have at their disposal

    Levy Information (Max levies available)Lordship Levies: 2,000 troops
    550 Feudal Men-at-Arms
    550 Armoured Sergeants
    250 Venetian Crossbowmen
    350 Dismounted Feudal Knights
    300 Mounted Feudal Knights

    County levy: 1,250
    350 Feudal Men-at-Arms
    350 Armoured Sergeants
    200 Venetian Crossbowmen
    250 Dismounted Feudal Knights
    100 Mounted Feudal Knights

    Bishopric/Barony levy: 500
    150 Feudal Men-at-Arms
    150 Armoured Sergeants
    100 Venetian Crossbowmen
    50 Dismounted Feudal Knights
    50 Mounted Feudal Knights

    Land Income Information (Ducats Yearly):
    Baronies = 10,000
    Bishoprics = 15,000 - 25,000 Ducats yearly (determined by roll once captured)
    Counties = 15,000
    Lordships = 20,000 Ducats

    Land Income and Levy Exceptions (Special territories):
    Latin Patriarch/Archbisphopric of Saint Sophia = 30,000
    Imperial City = 35,000 Ducats and 3,500 levies


    Imperial City of Constantinople - 5,000

    1,250 Dismounted Frankish Knights
    775 Mounted Feudal Knights
    1,250 Feudal Men-at-Arms
    1,250 Armoured Sergeants
    500 Venetian Crossbowmen

    Lordship of Philippolis - 2,000

    550 Feudal Men-at-Arms
    550 Armoured Sergeants
    250 Venetian Crossbowmen
    350 Dismounted Feudal Knights
    300 Mounted Feudal Knights

    Lordship of Naxos - 2,000

    550 Feudal Men-at-Arms
    550 Armoured Sergeants
    250 Venetian Crossbowmen
    350 Dismounted Feudal Knights
    300 Mounted Feudal Knights

    Latin Patriarch of Constantinople - 500

    150 Feudal Men-at-Arms
    150 Armoured Sergeants
    100 Venetian Crossbowmen
    50 Dismounted Feudal Knights
    50 Mounted Feudal Knights

    County of Thrace- 1,250

    350 Feudal Men-at-Arms
    350 Armoured Sergeants
    200 Venetian Crossbowmen
    250 Dismounted Feudal Knights
    100 Mounted Feudal Knights

    County of Euboia- 1,250

    350 Feudal Men-at-Arms
    350 Armoured Sergeants
    200 Venetian Crossbowmen
    250 Dismounted Feudal Knights
    100 Mounted Feudal Knights

    County of Adrianople- 1,250

    350 Feudal Men-at-Arms
    350 Armoured Sergeants
    200 Venetian Crossbowmen
    250 Dismounted Feudal Knights
    100 Mounted Feudal Knights

    Bishopric of St Demetrius (Adrianople)- 500

    150 Feudal Men-at-Arms
    150 Armoured Sergeants
    100 Venetian Crossbowmen
    50 Dismounted Feudal Knights
    50 Mounted Feudal Knights

    Barony of Skalothe - 500

    150 Feudal Men-at-Arms
    150 Armoured Sergeants
    100 Venetian Crossbowmen
    50 Dismounted Feudal Knights
    50 Mounted Feudal Knights

    Barony of Oreoi - 500

    150 Feudal Men-at-Arms
    150 Armoured Sergeants
    100 Venetian Crossbowmen
    50 Dismounted Feudal Knights
    50 Mounted Feudal Knights



    Playable Lands Tax Revenue and Character Income
    Emperor: 5,000 Ducats
    King: 4,500 Ducats
    Dukes: 4,000 Ducats
    Counts: 3,000 Ducats
    Barons: 2,500 Ducats
    Knight: 2,500 Ducats

    Archbishop: 7,500 Ducats
    Bishop: 5,000 Ducats
    Priest: 2,000 Ducats
    Order Leader: 2,500 Ducats
    Order Member: 1,500 Ducats
    Starting Territories
    Imperial City of Constantinople (Emperor)

    35,000 Ducats

    Lordship of Phillipolis (Secular)

    20,000 Ducats

    Archbishopric of Saint Sophia (Latin Patriarch)

    30,000 Ducats

    Bishopric of Saint Demetrius (Ecclesiastical, Adrianople)

    20,000 Ducats

    Lordship of Naxos (Secular)

    20,000 Ducats

    Count of Euboia (Secular)

    15,000 Ducats

    Count of Adrianople (Secular)

    15,000 Ducats

    Barony of Oreoi (Secular)

    10,000 Ducats

    Barony of Skalothe (Secular)

    10,000 Ducats



    Economy
    Demesne Upgrades

    ~No Limitations~

    Castles
    grant the title of Baron as well as an additional levy of 500 men, following the castle levy composition depending upon secular or ecclesiastical affiliation. Building a castle grants +2 to siege defense rolls: 50,000 Ducats (Non-stackable)

    Naturally occurring Wells can be dug for in a castle, which provides a +1 siege defense roll if found (25% chance): 5,000 Ducats (Stackable, but expire after five years)

    Murder Holes provide a castle with considerable defense and +1 to siege rolls: 15,000 Ducats (Non-stackable)

    Reinforced Gates provide a castle with considerable defense and +2 to siege rolls: 30,000 Ducats (Non-stackable)

    An Armory allows a 5% addition to all light infantry types within a province: 12,000 Ducats (Non-stackable)

    A Weapons Manufacturer allows a 5% increase to all heavy unit types: 12,000 Ducats (Non-Stackable)

    A Stable allows a 5% addition to all cavalry levies within a province: 20,000 Ducats (Non-Stackable)

    A Chapel converts the populace to Christianity at a rate of 2% per year: 10,000 Ducats (Stackable)

    A Cathedral converts the populace to Christianity at a rate of 4% per year: 15,000 Ducats (Stackable)

    A Holy Shrine converts the populace to Christianity at a rate of 4% per year and generates a site that pilgrims find attractive. It generates 50 Armed Pilgrims annually: 18,000 Ducats (Stackable)

    Cells not only provide a place to house inmates, but decreases their chances of escape providing -2 to escape rolls: 10,000 Ducats (Non-stackable)

    ~Secular Only~

    A Mercenary Guild allows for the recruitment of mercenaries and mercenary captains. Mercenary captains gain +1 battle rolls: 15,000 Ducats.

    Money Lending Services, although officially condemned by the Church, can be exploited using loopholes. They generate +10% to total annual income. The population does not consider you very Christian and deconverts at 3% per year: 5,000 Ducats.

    ~Ecclesiastical Only~

    These buildings do not stack, but multiple buildings of the same type may be purchased.
    Chapter Outposts provides a total of 100 chapter soldiers (50 light infantry, 25 medium infantry, 25 heavy infantry): 10,000 Ducats.

    A Minor Chapter House provides a total of 200 chapter soldiers (50 light infantry, 50 medium infantry, 50 heavy infantry, 50 heavy cavalry): 25,000 Ducats.

    Chapter Headquarters
    provide 500 Chapter Soldiers (100 light infantry, 250 medium infantry, 250 heavy infantry, 150 heavy cavalry): 50,000 Ducats.

    Chapter Castles provide 1,000 Chapter Soldiers (200 light infantry, 500 medium infantry, 500 heavy infantry, 300 heavy cavalry: 100,000 Ducats.
    Personal Items

    ~No Class Limitations~
    +1 weapon: 3,000 Ducats
    +2 weapon: 6,000 Ducats
    +3 weapon: 9,000 Ducats
    +4 weapon: 12,000 Ducats
    +5 weapon: 15,000 Ducats

    +1 armor: 3,000 Ducats
    +2 Armor: 6,000 Ducats
    +3 armor: 9,000 Ducats
    +4 armor: 12,000 Ducats
    +5 armor: 15,000 Ducats

    ~Ecclesiastical Only~

    Relics, whether real or not, have an inspiring effect on people and help convert +2% of the population annually: 7,000 Ducats

    Piece of the True Cross: 10,000 Ducats

    ~Secular Only~

    Assassins may help take care of a problem. +5 to assassin rolls: 30,000 Ducats

    Knife adds +1 to assassin rolls: 5,000 Ducats

    Golden Cross: 20,000 Ducats

    Golden Cross + True Piece of the Cross yeilds Battlefield Cross, which gives +1 to battle rolls in an army where it is present.



    NPC Nations
    The Byzantine Empire/Empire of Nicaea

    The Orthodox empire of the Byzantines, the cultural successors of the mighty Roman Empire. The Byzantines have a hostile relationship with the Crusaders due to the recent Fourth Crusade

    Leader: Constantine Lasakris (1204 - 1205)
    Designated Successor: Theodore Lasakris
    Family: None

    Despotate of Epirus

    A far Western successor state of the Byzantine Empire. Currently the Despotate has guarded relations with the Latin newcomers to the Balkans

    Ruler: Michael I Komnenus Doukas (1205 - 1215)
    Designated Successor: Theodore I Komnenus Doukas
    Family: 1 son and two daughters

    Second Tsardom of Bulgaria

    A resurgent Second Empire of Bulgaria that was recently formed due to a series of incompetent emperors of the Angeloid Dynasty that resided in Constantinople after the fall of the Komnenid Dynasty. The Bulgarian Empire is currently neutral with the Latin Empire

    Ruler: Ivan II/Kaloyan (1197 - 1207)
    Designated Successor: Boril of Bulgaria
    Family: 1 daughter

    Seljuk Sultanate of Rum

    A successor state of the Great Seljuk Empire after the Battle of Manzikert that was formed by a contender and claimant of the Seljuk throne. The current relations of the Sultanate and the Latins is neutral

    Ruler: Kilij Arslan III (1204 - 1205)
    Designated Successor: None
    Family: None

    Empire of Trebizond

    The Empire was formed from the Theme of Trebizond by the remnants of the Komnenus family, later renamed the Megas Komnenus. Currently it holds neutral relations with the Latin Empire

    Ruler: Alexios I Megas Komnenus (1204 - 1222)
    Designated Successor: Andronikis I Gidus
    Family: 2 sons (John I and Manuel I) and 1 daughter

    Republic Venice and Her Greek Colonies

    The Most Serene Republic of Venice is a dominant republic within the Asiatic Sea and around the Italian Peninsula. Due to the Fourth Crusade, their power has significantly grown as well as their territories in the Eastern Mediterranean. Their relations with the Latin Empire are friendly ties.

    Ruler: Enrico Dandolo (1107 - 1205)
    Designated Successor: Pietro Ziani

    Kingdom of Serbia

    A neighboring state of Bulgaria that is a part of a number of successor states to the Byzantine Empire. Due to its far proximity to the Latin Empire, it holds neutral relations with the Latins.
    Note: Stefan is a Serbian honorific name adopted for this particular dynasty which derives from the Greek word, Stephanos which means 'Crown'

    Ruler: Stefan Nemanjić (1196 - 1228)
    Designated Successor: Stefan Radoslav
    Family: 4 sons (Radoslav, Vladislav I and Uroš I) and 1 daughter

    Kingdom of Cyprus

    The Kingdom of Cyprus is an island kingdom that neighbors the Holy Lands. Formed from Guy I, it has remained in close ties to the Kingdom of Jerusalem. They hold friendly ties with the Empire

    Ruler: Amalric of Lusignan, King of Cyprus (1194 - 1205) and Jerusalem (1195 - 1205)
    Designated Successor: Hugh I of Cyprus
    Family: 4 sons and 5 daughters


    Battles, Assassinations, Spying, Scouting, Duels and Raiding
    Battles


    Battles will commence in the following way:

    When two armies come face to face across the field of battle, both armies will be divided into three parts, the left, center, and right. For each section of the army, generals will send in strategies of attack or defense to the battle moderator. Once all of these orders have been sent, read, and understood, moderators may form the basis for how the engagement will be carried out. Generals may be as creative as they want in their strategies, but should contain only realistic directives.

    In the event that an army consists of multiple commanders, the overall highest ranking nobleman will have the highest authority in the army, but lesser lords or knights do not necessarily have to follow the orders they are given.

    Once orders have been given, a system of rolls will determine the overall effectiveness of each action. A D20 roll will determine effectiveness. The lower the number rolled, the less successful the action. To use a simple example, if two bodies of massed infantry simply charge into one another, and Body A rolls a 15 while Body B rolls a 5, Body A's charge is considered more devastating by a factor of 2. Casualties should be noted accordingly.

    However, modifiers will exist based on the traits, terrain, situations, or any extra factors moderators deem appropriate. In fact, modifiers should be added in our revised example event. Suppose Body A is composed of heavy infantry, while Body B consists of light infantry. The charge effectiveness of heavy infantry should give them a considerable advantage against light infantry.


    Sieges

    Siege Equipment costs no money, but takes some time to construct.

    Ladders/Rams = 1 day
    Towers/Ballista = 2 days

    Any territory or land without a castle specifically within it cannot upgrade defenses, but is assumed to have a single walled tower which grants a +1 siege defense roll. This tower only has enough provisions to last for a single year before starving out.

    When a leader participates in battle, rolls will take place.

    Killed In Action – 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
    Wounded - 3-7/20 (there will be a further roll to see what type of wound)
    Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
    Free - 13-20/20 (you get through the battle without being captured or wounded)

    - Wounded
    If it is rolled and you are wounded during a battle there shall be another roll under this category to see where the wound is. This roll will only give you a general area, after that it is up to you to RP it.

    Head wound - 1-5/20 (you have taken some sort of wound to the face or head)
    Arm wound - 6-10/20 (you have taken some sort of wound to the arms or hands)
    Leg wound - 11-15/20 (you have taken some sort of wound to the legs or feet)
    Torso wound - 16-20/20 (you have taken some sot of wound to the back, stomach, chest area.)

    In the event that the overall leader in command, or one of the section commanders is killed, a negative modifier may be added to the army/army section who losses a commander. The size of the modifier will be determined by moderator discretion. A more central, militarily accomplished character will be more of a loss and blow to morale than an incompetent commander.

    - Pillage and Loot
    Castles and Cities are delegated by the moderation team as one of four different types of settlement.

    Village: A small village or town with no walls. No Pillage.

    Minor settlement: A small town surrounded by a pallisade including a small garrison (usually with a maximum of 2+ fortifications). Capturing this settlement yields D20 x 1000 Ducats, to be distributed by the King or Campaign leader

    Minor City: A Large town surrounded by a stone wall, keep and moat, including a large Garrsion (usually with a minimun of 4+ fortifications) Capturing this settlement yields D20 x 5000 Ducats, to be distributed by the King or Campaign leader.

    Capital City: A very large and extensively fortified city, with an equally large Garrison (8+ fortifications) Capturing this settlement yields D20 x 10000 Ducats, to be distributed by the King or Campaign leade

    Duels

    Duels may be conducted between individuals or groups of individuals.

    Two factors are considered in duels, defensive and offensive ratings. On a basic level, age and experience affects fighting ability. The base stats are as follows:

    20-29 years old: 6 offense, 6 defense
    30-39 years old: 7 offense, 7 defense
    40-50 years old: 5 offense, 5 defense
    55+: 4 offense, 4 defense

    Additional factors such as weapons and armor are also taken into consideration. NPC leaders will receive random rolls to determine their extra modifiers. General wealth and resources of each nation will impact these rolls by modifiers.

    The largest defensive rating any individual can hold is 13, and the largest offensive rating is 13. A random number range of 1-13 (or whatever designated offensive or defensive rating) will occur. Whenever the offensive rating exceeds the defensive rating, a chance for death or injury occurs. This chance is contingent upon the discrepancy. If the difference in the numbers is over 5, there is a 50% chance of death. If the difference is over 7, there is a 70% chance of death. If the difference is over 9, there is a 90% chance of death. Anything under 5 is a guaranteed injury, the gravity of which will depend on the difference between the numbers. Ratings may be temporarily or permanently reduced based on injury

    Raiding

    Raiding is simple and works as follows.

    1. First a detection roll is made to see what resistance(if any) the raiders will face
    2. The raiders face the resistance(if any is rolled) on the battle field
    3. If the resistance is beaten(or no resistance was faced) a second roll is made(d20) and multiplied by the set modifier for that region, and that number is what the raiders make off with(that number is also deducted from the regions income for that turn)

    Raid rolls
    1-5: The target turns out to be undefended. (5/20 chance)
    6-10: Raid runs into some trouble and despite initial success, the guards are able to organize a militia and prepare to do their best against the raiders while the local lord's response will still be too slow. 1d20*100 Light Infantry + 1d6*100 Archers will mobilize to oppose the raiders. (6-12/20 chance)
    10-18: Raid is substantially opposed initially, but perhaps more pressing is the fact that the merchants identified you and it is know known who conducted the raids. Initially, however, 1d20*100 Light Infantry + 1d6*100 Archers will mobilize to oppose the raiders. (13-17/20 chance)
    18-20: Raid gets spotted well beforehand, the local Sultan is able to mobilize the province's strength and oppose the raiders on landing. (18/20 chance)

    Scouting

    Scouting:
    When scouting is requested, the mods do one D20 roll with the following possible results:

    1-4/20 - Scouts captured by the enemy -The scouts are captured and may now be tortured for information.
    5-10/20 - Scouts fail to return with any information
    11-12/20 - Scouts return with 20% accurate range - Mods post back a wide range of possible army numbers (20% accuracy)
    13-14/20 - Scouts return with 40% accurate range - Mods post back a narrower range of possible army numbers (40% accuracy)
    15-16/20 - Scouts return with 60% accurate range - Mods post back a small range of possible army numbers (60% accuracy)
    17-18/20 - Scouts return with 80% accurate range - Mods post back a ting range of possible army numbers (80% accuracy)
    19-20/20 - Scouts return with exact enemy numbers

    When posting back results, mods do not post the actual roll they performed just the random range of numbers based on the accuracy of said roll outcome. When deciding the range, mods simply take the actual troop numbers x inaccuracy (opposite of accuracy) which will give them their interval, which they can apply into a range any way they like (as long as the actual army numbers fall within the range).

    For example: The interval of 20% accuracy on 1000 troops is worked by 1000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1000 is within that range. For example 800-1600 range, or 950-1750 or even 1000-1800.

    Spying

    Assassins may be hired to do more than just kill.

    Assassin: 5,000 Ducats
    Skilled Assassin (+1 to rolls): 7,500 Ducats
    Master Assassin (+2 to rolls): 10,000 Ducats

    To spy, a player must PM a moderator explaining which spy the are hiring, and which thread they wish to target. The mod will then perform the rolls, and depending on the result disclose a certain amount of information on any 'secrets' the thread may contain. This allows previously OOC only knowledge to become IC knowledge.

    1-5 - The spy is captured and may be tortured for information.
    6-7 - The spy fails to gain any information, though remains undetected.
    8-10 - The spy happens upon a small amount of information, revealing the brief outline of a hidden plan.
    11-15 The spy happens upon a medium amount of information, revealing some details of a hidden plan.
    16-19 The spy happens upon a large amount of information, revealing an in depth plan.
    20 - The spy happens upon the jackpot, revealing all aspects of a hidden plan.

    Assassinations

    Anonymous Assassination
    1. Pick your target
    2. Be sure to have a good reason for the assassination. This reason must be relevant and not OOC based. Moderators reserve the right to reject any assassination request if there is no valid reason that you wish to kill the target.
    3. PM a moderator stating: The Reason, The Location, The Target and the Items you wish to use. Any character traits aiding assassinations should also be detailed.
    4. The mod will post the rest, detailing the attempt, whether it succeeded or failed (and if so, whether you got captured). Your identity will not be released.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.


    Open Assassination
    1. Pick your target and get in the same thread as them
    2. Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. The mod will post the rest (success/failure, whether escaped)
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.


    Secret Open Assassination
    1. Pick your target and get in the same thread as them. They must acknowledge that they are alone.
    2. From here, follow standard open assassination steps.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. A mod will post the result. If successful, you are free to leave. If not, an escape roll is done, in this case a simple 10/20.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.

    The Rolls and Chances
    Depending on your rank and location, the chances of being assassinated differ. Below, players are split into either Noble or Yoeman. A noble here is defined as anyone who holds an official title.
    A yoeman is any man who isn't one of the above ranks.

    At your Home (the thread you use to receive visitors)
    Nobles: 2/20
    Yoemen: 5/20

    In a neutral house (any other home thread except yours and the assassins)
    Nobles: 4/20
    Yoemen: 8/20

    In the assassins home (the thread he uses to receive visitors)
    Nobles: 15/20
    Yoemen: 17/20

    Any other indoor situation (ie a RP that takes place inside, like a wedding)
    Both: 10/20

    An outside situation
    Both: 13/20



    Character & Misc Rules
    Character Rules

    Players may play as two characters, but only one may hold a noble title.

    Death rolls begin at age 50 at 4/20 chance with a +1 modifier each year thereafter

    Clergy Rules

    Clergy have special abilities as it pertains to the governance of Christendom. Priests may issue a writ of denouncement the actions of any man holding a rank below count for unchristian behavior. Bishops and above may issue a writ of denouncement and excommunicate any ranked characters. If the targeted player does not recant, conversion within his lands will come to a halt, and the existing population will begin to chafe under the rule of a man outside the church. An Archbishop or bishop may also impose an interdict on a land, in which all priests will cease performing the sacraments. A roll occurs initially at excommunication or interdiction, and then once every year afterwards. The results are as follows:

    No matter what, all conversion ceases.

    Excommunication/Interdiction d/6:
    1: No affect
    2. Levy decreases by 25%
    3. Levy decreases by 50%
    4. Peasant Revolt D20x100 peasants
    5. Peasant Rebellion D20x200
    6. Levy refuses to fight.

    The clergy are forbidden to hire mercenaries.

    Conversions

    The population of a province may be converted by the presence of religious buildings and preaching in the province by a member of the clergy.

    Conversions to Christianity bring certain benefits to the Lord of a christian population. All lands convert to Islam at 2% per year wherever no conversion otherwise occurs.

    0% =Attrition rolls whenever Christian army is present from 1-20%
    5% = Taxes reduced by 25%
    7% = Taxes reduced by 15%
    10% = Orderhouses may be built, taxes no longer penalized
    15% = pilgrims may choose your lands as a pilgrimage point, adding either available soldiers or a lump sum of money
    20% = Gain title "The Holy"
    30% = Greek units become available for unit, adding 5% of your total levy in mixed eastern light infantry.
    40% = A single building costs 1/2 regular price due to pilgrims willing to work as absolution
    50% = Gain title "The Pious"
    75% = Gain title "The Faithful"

    Holy Orders

    Order Rules
    In this time period, there were several Orders dedicated to assisting the Crusaders and protecting the Pilgrims in the Holy Land. These Orders became incredibly powerful, and some lasted as sovereign states until the last century. However at the beginning of Deus Vult there is only one major Order, the Military and Hospitaller Order of St John of Jerusalem. However as the game proceeds, other Orders may appear as a result of simply the time, or as a result of major RP within the game. This will be at the discretion of the moderators.

    Creation
    Whilst the Moderators grant most control of the game to in-game roleplay, the creation of a New Order must be approved by the Moderators before hand, this should be done before approval is sought from the King in game. It is unlikely that more than 2 to 3 Orders will be allowed to exist at any one time, for balance reasons.

    At this point, the Templars, Hospitallers and Teutonic Knights are ready to establish their presence in Greece and aid the struggle of the Franks against their neighbors. Players must contact their Grandmasters in order to gain their support, though characters aligned with these orders are still allowed to be played even if the chapters do not exist within the Frankish-occupied lands of Greece.

    Governance
    Those who run Orders are expected to keep them active, due to the high activity they would have had during the time. Should an Order not be running properly due to the Master, he could be removed byt the Moderators acting as Pope, however it shall be left to the players to try and solve it in roleplay first. However should an Order itself be totally inactive, it could be replaced or remove in game with approval of the moderators. Ultimately the Grand Master is King of the Order, and may be absolute in his rulings, this could result in interesting RP Consequences however.

    Income and Tithes
    Members of Orders at this time were basically comparable to modern monks, they took vows and were expected to live a very Christian lifestyle. As a result, any player who is a member of an Order is required to give at least 20% of his income to the Order he is a member of, however this could be increased by the Grand Master in the game. Donations are also encouraged from nobles, as it will allow Orders to play a fundamental role in the game beyond simple roleplay.

    Characters
    All players may have at most one auxiliary character who can be an Order member, they can take income but it is given only when required for items by the Grand Master. Any auxiliary character may not rise beyond Grand Commander (or Equivalent).

    Characters may also be allowed to be related to ruling houses within Western Christendom. However, say you are related to the ruling family of the Holy Roman Empire, we ask that you must be indirectly related to them as a cousin branch or distant relative. While this Crusade is composed mostly of Franks, Germans and Italians, all cultures that follow the Western Church of Christendom (such as English, Scottish, Danish, etc etc) and welcomed to be made.

    When creating your character, give some thought to the situation. There isn't going to be a Knight in any of the Orders who aren't a part of Western Christendom (so no Bulgarians or Greeks unless converted) and they are likely to have noble heritage or else success in the Order is largely curtailed. Also remember the members of Orders, they are very Christian, however you could have some interesting roleplay differing from this considerably.



    Last edited by Adamat; August 19, 2013 at 03:08 PM.

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