Forum Setup:
The Kingdom of England
The Realm
Beyond the Realm
Vaults
Archives
Plot: It is the year 900 AD, King Alfred the Great has just passed away taking away the golden age with him. the Kingdom now without their leader is under threat by the Viking invaders pressing their claims to the English throne. Become the King that England needs and vanquish those who are trying too take your throne, Serve or Lead the choice is yours.
Moderators:
Lord William
Supporters:
Knight of Virtue and Valour
Character Rules Mains
Players may only play as one main character at a time.
Auxilaries
These are characters you can play from time to time for more in-depth and creative RP, they can hold no actual money or items and are used solely for RP purposes. Auxes can hold Ranks as long as they are lower than that of your Main Character. These ranks give no advantages and are solely for the purposes of RP. Major Aux characters should be registered to provide background for other players who may come across your Auxes. However, spur of the moment Auxes do not have to be registered.
- Killing Auxes
For an aux to be killed, there must be just as good a reason as if they were a main.
When it comes to the actual assassination, the same roll is used as if the character was a main but the success rate of the assassination attempt is doubled. However as with all rolls 19/20 is the highest success rate. Heirs shall not receive this penalty and will be rolled as if they were a Main Character.
Escape rolls apply at the normal (not doubled) rate. Murder is murder regardless of who's killed.
-Aging
Characters age at a rate of one in game year per real week. At the age of 50 your characters will be subject to natural death rolls done each week by the moderators, the chance of natural death being 2/20. Every 10 years the chance increases with 2/20. This is to naturally kill off any super old and therefore unrealistic characters. The character can see out the remainder of any thread in which he is RPing, but must die by the end of that game year.
- Heirs and Wills
When your main character dies you must post a will detailing the distribution of your lands, belongings and money within 24 hours of death. Only proper “birth rolled” children and other main characters are eligible to receive anything from a deceased main character. (Note that since you can only have one main character at a time, if you main dies and you have no “birth rolled” heir, all your lands, belongings and money can only be passed to another person’s main character. NOT YOUR NEXT MAIN CHARACTER)
Traits
Every character shall be allowed to have 6 skill points, a maximum of 3 points per one skill.
Skills
Duels +1
Field battle rolls (away from Fortifications) +1
Siege rolls (anything involving Fortifications or defences. Counts whether attacker or defender) +1
Capture rolls (when capturing someone) +1
Income +5%
Survival rolls (in battles + age related rolls) +1
Assassinations (doing and defending) +1
Escape rolls (in battles and in relation to assassinations) +1
Archer (any roll using a bow, ie tournament or assassination) +1
Fist fighter (weaponless rolls) +1
Birth rolls +1
Pillage +5% earned from it
Loyalty +1, men will go a year in game without pay
Smith +1 (bonus to forging rolls)
Devout Member of the Church (may excommunicate and denounce one rank higher)
Denouncer (causes extra unrest when denouncing and excommunicating) +5%
Fate (50:50 chance of a +1 or a -1 to any roll)
sea captain (rolls at sea) +1
Heirlooms
Each Family is allowed to carry one item of importance, this item will be consider a family heirloom but these heirlooms will have to be earned through role play. Once earned the family heirloom stays within the family, in the event of a death the heirloom is past unto the heir.
The Sword of St. Michael: +3 to any single combat
The Staff of Moses: Reduces battle casualities by 20%
The Horn of Gabriel: +3 Denouncement
Mithril: +2 Armour and - 2 to all assassination rolls against you.
Book of Herbs: +2 Birth rolls and +2 to survival rolls ( old age etc. )
The Ring of Solomon: +2 Field Battles and +1 Sieges
Druid dagger: +2 to assassination rolls.
Trusty Trading Boat: +10% to income rolls.
Welsh twined rope: +2 to escape rolls.
Greek fire: +2 to naval battle rolls.
Childbirth
No attendance - free
12/20 chance of the mothers survival.
10/20 chance for the child's survival
Poor Healer- 15 Florins
14/20 chance of mother's survival
12/20 chance for Child's survival
Average Healer- 30 Florins
16/20 chance for mothers survival
14/20 chance for child's survival
Renowned Healer- 50 Florins
18/20 chance for mothers survival
16/20 chance for child's survival
King's Physician (reserved only for The King) - Free
Chance of Wife's survival: 19/20
Chance of Child's survival: 17/20
How Often
As a rule a player may only request a childbirth/adoption roll once every 1 real week. Only mains or rolled auxes may request a roll.
Post here if you want a child, there's a 50/50 roll if its a boy or girl.
Adoptions
Lower Class child: 15 Florins
12/20 chance of survival
Middle class child: 30 Florins
15/20 chance of survival
Upper Class child: 50 Florins
18/20 chance of survival
Troop System Kent: 600 Men
Sussex: 450 Men
Surrey: 500 Men
Winchester: 450 Men
Middlesex: 2000 Men
Norfolk: 400 Men
Suffolk: 400 Men
Essex: 800 Men
Dorset: 350 Men
Somerset: 425 Men
Devon: 375 Men
Cornwall: 500 Men
Gloucester: 425 Men
Wiltshire: 375 Men
Oxford: 600 Men
Northampton: 400 Men
Herefordshire: 500 Men
Worcester: 425 Men
Warwick: 300 Men
Shrewsbury: 375 Men
Bedfordshire: 500 Men
Leicester: 450 Men
Lincoln: 300 Men
York: 1000 Men
Derby: 450 Men
Chester: 300 Men
Lancaster: 475 Men
Westmorland: 400 Men
Cumberland: 400 Men
Northumberland 425 Men
Durham: 375 Men
Total: 15, 725 Men
Players have the ability to hire mercenaries for a Fee, 10 mercenaries cost 1 Florin to hire for 1 year once the year is over you have an opportunity to renew the contract or terminate services. Players who cannot afford to pay mercenaries but continue services with a mercenary company could face consequences.
Income System Nobility track
Freedmen: 5 Florins
Knights: 15 Florins
Barons & Above: Base of 15 Florins + 5 (multiplied by the amount of land controlled)
Clergy
Monk: 15 Florins
Priests: 30 Florins
Bishops: 60 Florins
Archbishops: 120 Florins
Cardinals: 130 Florins
Pope: 250 Florins
Promotion Income
Promotion income is at the discretion of the promoter and is subject to pay from his/her own balance. When the promotion involves the next King the moderation staff will consider the previous King's treasury and in accordance make a decision to how much will be given. As for the Archbishop, if it is a papal appointment than the promotion income will be decided by the mod team. If it is appointment made or pushed by the king the papacy would see the king responsible for the promotion income.
Battle System 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.
Casualties
Battles of the time almost never ended in total destruction of the losing side. Therefore we have the following system for casualties. To calculate the percentage of the winning side’s casualties we take the lowest battle score divided by the highest battle score giving the winners casualty percentage. To calculate the losers casualties percentage we do the opposite, taking the highest battle score divided by the lowest battle score.
Usually a 50% max limit is placed on the casualties either side can take. However at a moderator’s discretion this may be removed. Sieges are a common example.
Example:
Continuing from the battle example above, Bannerman B won the day therefore their casualties are as follows:
Left (Lord A's):
Winner Bannerman B: (15,000/20,000)x0.5=0.375 or 37.5%. Therefore 1,000 men x 0.375=375 men were lost.
Loser Lord A: (20,000/15,000)x0.5=0.66 or 66%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men lost.
Centre:
Winner Lord A: (6,000/32,000)x0.5=0.094 or 9.4%. Therefore 2,000 men x 0.094=188 men were lost.
Loser Bannerman B: (32,000/6,000)x0.5=2.66 or 266%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,000 men x 0.5=500 men lost.
Right (Lord A's):
Winner Bannerman B: (15,000/17,000)x0.5=0.44 or 44%. Therefore 1,000 men x 0.44=440 men were lost.
Loser Lord A: (17,000/15,000)x0.5=0.56 or 56%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men were lost.
Overall:
Bannerman B won the day by winning two sections; he lost a total of 1315 men and has 1685 remaining.
Lord A was forced from the field by losing two sections; he lost a total of 1688 men and has 3312 remaining.
Assassinations The Ways to Kill
Anonymous Assassination
Pick your target
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.
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.
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.
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
Pick your target and get in the same thread as them
Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
If possible and time permits, notify a moderator with your reason for the assassination.
The mod will post the rest (success/failure, whether escaped)
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
Pick your target and get in the same thread as them. They must acknowledge that they are alone.
From here, follow standard open assassination steps.
If possible and time permits, notify a moderator with your reason for the assassination.
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.
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.
Execution by the King
If at any point you find yourself imprisoned in the Kings dungeons, he may at liberty lop off your head without an escape roll. If, after 4 real life days of captivity he has not killed you, you receive an escape roll, weighted against you. For every real life day after this, you receive one escape roll.
If you have been caught by a Lord’s men and transferred to the King, you receive one escape roll weighted against you, before you are put in the dungeons. After that, the above rules apply.
The Rolls and Chances
Depending on your rank and location, the chances of being assassinated differ. Below, players are split into either Noble or Yeoman. A noble here is defined as: King, Prince/Princess, and Lord/Lady, Any seat upon the King’s Council.
A yeoman is any man who isn't one of the above ranks.
At your Home (the thread you use to receive visitors)
Nobles: 2/20
Yeomen: 5/20
In a neutral house (any other home thread except yours and the assassins)
Nobles: 4/20
Yeomen: 8/20
In the assassins home (the thread he uses to receive visitors)
Nobles: 15/20
Yeomen: 17/20
Any other indoor situation (i.e. a RP that takes place inside, like a wedding)
Both: 10/20
An outside situation
Both: 13/20
Group Assassinations
If more than one person wishes to murder someone, the assassins may work together. Each extra person wishing to assassinate will add 1 to the chances of success. This comes at a price however, as groups are easier to catch than a lone ranger. If the group is attempting a closed or open assassination, each extra assassin takes one from the escape rolls; making it more likely you get caught.
Special Items
Certain items may be bought in the shop to either aid or discourage assassination. Details may be found in the shop thread.
Armour
If a target is wearing armour, the modifier of that armour becomes an anti-assassination modifier, however the target must have posted he is wearing armour, unless he is on a battlefield, in which case he is assumed to be wearing armour.
Escape
All escape chances after an assassination (failed or successful, unless it is a secret open assassination) start at 20/20 (meaning you will always escape). Depending on the situation, certain modifiers reduce the chance of escape. These are:
If using a melee weapon -1
If in a home thread -2
If in an enclosed area -1
Every guard present -1
Every neutral player present -1
Mods may, at their discretion, take up to -3
Failed Escape
If you fail your escape roll, you are at the mercy of your captor. If you yourself attempted the assassination, you may as well start kissing the feet of your captor and hope the King forgives. If you sent a retainer or an assassin, they will be tortured for information. The rolls below are for a retainer, for an assassin take two from the chances for each roll.
1-5 - Captive dies in questioning without revealing anything
6-10 - Captive dies in questioning but reveals the identity of his master
11-20 - Captive survives and reveals the identity. He may be used as evidence in court.
Battlefield Assassinations
If a commander is killed on the battlefield, morale takes a hit. Reflecting this is a noble character gets assassinated on the battlefield; they cause a hit to the rolls according to rank.
King is assassinated -5 to the armies battle roll
Lord is assassinated -3 to the armies battle roll
Bannerman is assassinated -2 to the armies battle roll
Duels Dueling can be a more efficient way of resolving differences between 2 people. Duels can have 3 purposes the first is just for fun where no injuries are inflicted on one another, which is done purely on the bases of role-play. The Second purpose is to only inflict injury to resolve a minor dispute and the third purpose is to cause death usually used to solve major disputes. Dueling laws are subject to the ruling monarch they can either be outlawed or sanctioned by the crown, so be careful cause you may just end up in the King’s dungeon.
Duels will be fought on the 3-point system whereby the first player that reaches to 3 points wins. Each round players will receive a dice roll out of 20, the higher number of the 2 duelists will win the round and gain a point. Unless specified otherwise special items will be considered into the rolls towards your victory.
Random Events Every year a D20 dice will be rolled, 1-5 means that an event will happen.
1. A foreign emissary is sent to discuss the possibility of an alliance
2. Weather has been kind this harvest, 25% more income for land owners
3. Pope has granted the King Casus Belli over a neighboring Kingdom
4. Nothing happens
5. Something’s in the water, +2 roll for births
6. The King has upset the serfs, 1-5 blows over, 6-10 angry mob (10 x D20), 11-15 small army (200 x D20), 16-20 large army (500 x D20)
7. A holy relic has been discovered asserting the church’s authority, 50% more unrest on Excommunications.
8. A distant uncle has passed away leaving a little gift, knights and below your income will double this year.
9. A Storm of the century has just ripped through the Isle, you’d be lucky to get out alive. A D20 will be rolled 1-2 means your character has died.
10. Papacy wishes to appoint an English Cardinal, if there is no character ready to become cardinal than the Papacy will appoint an NPC Cardinal.
11. Nothing happens
12. The King sends his tax collector, +25% income to the King, -25% to everyone else.
13. Foreign Invasion, moderator discretion
14. A cleric vices are exposed leaving the church in scandal, Excommunication authority is removed from bishops and below.
15. Metal Ores found, -25% metallic weapons
16. Increased support for the Crown, 20% more levies for the King
17. Flu season for children under 16. A D20 will be rolled to see if the child contracts the flu, 1-5 means the child has the flu. If contracted a second D20 roll will be rolled, 1-10 means the child didn’t survive.
18. Nothing happens
19. Drought has destroyed the crop, -25% income and 50% levies
20. Lords gather support from local villages, 50% levies for the Lords