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Thread: Bretland Saga - A Viking Age Proposal

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    Lucius Malfoy's Avatar Pure-Blood
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    Default Bretland Saga - A Viking Age Proposal

    Overall story:
    We are a group of chieftains, under an elected leader (who will be the future King of our realm), that set sale around the time of the Great Heathen Army's landing in Northumbria. Our fleet and warriors do not know where we will land, but we have a mind of creating our own kingdom, settling lands that we will conquer, just as others have done before or attempted to do. France and Germany are too strong and we would surely be defeated, so our fleet seeks the shores of the British Isles.

    Perhaps fate will send us to England and the rich lands that our ancestors have long plundered. The Christians there are strong in their faith, but our axes and swords will surely do the job! To the North is Scotland, where our ships have landed before upon the isles to the East. It is a mountainous and poor land, but certainly if others have managed to thrive there, certainly we can too. Our ears have heard of lands known as Wales and Eire (Ireland). Lands of hills and green fields as far as the eye can see. Some of our fellow Vikings have colonized the coasts of Eire, but Wales remains quiet. There must be riches to be found in those lands.

    Only Odin above knows where we will land and begin our new lives. Yet, wherever our home may be, we will surely make a mighty kingdom and make our ancestors proud!

    Decided Background
    Our invading army was formed of Vikings from across the region known as Daneland (Denmark). Under our leader, a man of local reputation and fame for his raids within the Baltic Sea and upon the German and Wendish shores, we set sail from Jutland (Jylland) and have landed on the southeastern shores of the Anglo-Saxon Kingdom of East Anglia. Our Danish warriors have eyed the noted port-city of Ipswich. Despite its rich reputation as a North Sea tradeport, it has no walls and presents itself as the perfect target for our would-be army of conquerors and colonists. Here, we will conquer and begin building our kingdom!

    =============================

    The point of this story is cooperative gameplay. Where all players give a hand in helping build this realm. If we are divided, the game will become brutal as our enemies seek our downfall and gods show great disfavor towards our sins against brotherhood and sisterhood. United, we can surely create a great kingdom of our own and make it strong. United, we can surely tame the lands where we shall land and build a domain worthy of Odin's approval.

    Though this setting starts off in a historical time period, the true timeline will most certainly not happen. The Vikings, that create Danelaw historically, could fail in their invasion. Alfred of Wessex could die on the battlefield and a different set of Kings may rule in his place. No historical characters beyond the NPCs and everything will depend upon what the players do.

    =============================

    Ideal Mechanics:
    - Event List for Mods (weekly or bi-weekly)
    --> Invasion by Neighbor, Invasion by fellow Viking raiders, Christian Missionary, Offers from a Neighbor (invade/raid a rival for a reward), Supernatural Events (Maybe linked to Religions?), Migration events (Viking clan or neighboring people want to move in)

    Setting Goals
    - Players help formulate the government and law of this kingdom
    - Players work together in making the kingdom stronger and better
    - Players work to establish presence and ensure survival


    Maps
    Political Situation (without names), 865 AD

    Political Situation (with names), 865 AD

    Regional Map


    Regions of the British Isles
    1. East Anglia
    2. Southeast England
    3. Southwest England
    4. Dumnonia/Cornwall
    5. East Midlands
    6. West Midlands
    7. Northumbria
    8. Northern Wales
    9. Middle Wales
    10. Southern Wales
    11. Lowlands
    12. Highlands
    13. The Isles
    14. Ulster
    15. Leinster
    16. Munster
    17. Connaught

    Economical Map



    Further maps from WOTR to be added in (shire maps)
    Provinicial Values
    Tier I (Red): 1,000 gold
    Tier II (Orange): 2,000 gold
    Tier III (Yellow): 3,000 gold
    Tier IV (Light Green): 4,000 gold
    Tier V (Dark Green): 5,000 gold

    Provincial Income
    England
    1. East Anglia



    1. Ipswich
    2. Samford
    3. Deben
    4. Wainford
    5. Lothingland
    6. Loddon
    7. Yarmouth
    8. Smallburgh
    9. Erpingham
    10. Aylsham
    11. Norwich
    12. Depwade
    13. Hartismere
    14. Gipping
    15. Lavenham
    16. Halstead
    17. Braintree
    18. Maldon
    19. Hadleigh
    20. Rayleigh
    21. Chelmsford
    22. Ongar
    23. Dunmow
    24. Walden
    25. South Cambridge
    26. Newmarket
    27. Mildenhall
    28. Bury St. Edmund
    29. Wayland
    30. Swaffham
    31. Mitford
    32. Walsingham
    33. Dcoking
    34. Freebridgee
    35. Downham
    36. Ely
    37. East Elloe
    38. Witchford
    39. Thorney
    40. Cambridge
    41. Saint Ive's
    42. Huntingdon
    43. Wellingborough
    44. Bedford
    45. Ampthill
    46. Lutton
    47. Biggleswade
    48. Hitchin
    49. Braughing
    50. Herford
    51. Hatfield
    52. Saint Alban's
    53. Watford

    2. Southeast England



    1. London
    2. Croydon
    3. Dartford
    4. Swale
    5. Canterbury
    6. Eastry
    7. Elham
    8. Leeds
    9. Tenterden
    10. Maling
    11. Hastings
    12. Hailsham
    13. Uckfield
    14. Godstone
    15. Merton
    16. Dorking
    17. Lewes
    18. Horsham
    19. Amberley
    20. Midhurst
    21. Chichester
    22. Droxford
    23. Isle of Wight
    24. New Forest
    25. Winchester
    26. Romsey
    27. Andover
    28. Kingsclere
    29. Basingstoke
    30. Alton
    31. Odiham
    32. Hambledon
    33. Guildford
    34. Bagshot
    35. Malden
    36. Harrow
    37. Northwood
    38. Windsor
    39. Wokingham
    40. Reading
    41. Newbury
    42. Wantage
    43. Faringdon
    44. Witney
    45. Chipping Norton
    46. Banbury
    47. Northampton
    48. Newport Pagnell
    49. Buckingham
    50. Ploughley
    51. Abingdon
    52. Henley
    53. Oxford
    54. Aylesbury
    55. Wycombe

    3. Southwest England



    1. Kingswood
    2. Wimborne
    3. Wareham
    4. Blandford
    5. Dorchester
    6. Yeovil
    7. Chard
    8. Langport
    9. Taunton
    10. Dulverton
    11. Williton
    12. Bridgwater
    13. Axbridge
    14. Wells
    15. Malet
    16. Wincanton
    17. Tisbury
    18. Westbury
    19. Salisbury
    20. Amesbury
    21. Devizes
    22. Marlborough
    23. Chippenham
    24. Bath
    25. Bristol
    26. Thornbury
    27. Tetbury
    28. Malmesbury
    29. Highworth
    30. Cirencester
    31. Stroud
    32. Gloucester
    33. Dean
    34. St Briavels
    35. Northleach
    36. Sudeley

    4. Dumnonia/Cornwall



    1. Bridport
    2. Honiton
    3. Tiverton
    4. Molton
    5. Branstaple
    6. Bideford
    7. Torrington
    8. Crediton
    9. Exeter
    10. Compton
    11. Dartmouth
    12. Kingsbridge
    13. Plymouth
    14. Tavistock
    15. Okehampton
    16. Holsworthy
    17. Launceston
    18. Restormel
    19. Wadebridge
    20. Saint Austell
    21. Truro
    22. Kerrier
    23. Penwith

    5 and 6. East and West Midlands



    1. Spalding
    2. Boston
    3. Bolingbroke
    4. Louth
    5. Caistor
    6. Horncastle
    7. Gainsborough
    8. Retford
    9. Welbourne
    10. Sleaford
    11. Stamford
    12. Somerton
    13. Uppingham
    14. Rockingham
    15. Braybrooke
    16. Billesden
    17. Brixworth
    18. Daventry
    19. Southam
    20. Warwick
    21. Rugby
    22. Leicester
    23. Bosworth
    24. Barrow
    25. Belvoir
    26. Nottingham
    27. Southwell
    28. Worksop
    29. Clowne
    30. Chesterfield
    31. Bakewell
    32. Wingfield
    33. Ashbourne
    34. Repton


    35. Lichfield
    36. Birmingham
    37. Stratford
    38. Shipston
    39. Evesham
    40. Bromsgrove
    41. Cannock
    42. Stafford
    43. Leek
    44. Peveril
    45. Macclesfield
    46. Bucklow
    47. Runcorn
    48. Chester
    49. Northwich
    50. Tarvin
    51. Nantwich
    52. Drayton
    53. Ellesmere
    54. Wellington
    55. Shifnal
    56. Seisdon
    57. Bridgenorth
    58. Droitwich
    59. Upton
    60. Wye
    61. Bredwardine
    62. Hereford
    63. Kington
    64. Leominster
    65. Hopton
    66. Ludlow
    67. Shrewsbury
    68. Uttoxeter
    69. Bromyard

    7. Northumbria



    1. Grimsby
    2. Thorton
    3. Selby
    4. Doncaster
    5. Rotherham
    6. York
    7. Howden
    8. Pocklington
    9. Beverly
    10. Holderness
    11. Driffield
    12. Bridlington
    13. Norton
    14. Easingwold
    15. Thirsk
    16. Kirby Moorside
    17. Scarborough
    18. Whitby
    19. Stokesley
    20. Richmond
    21. Barnard
    22. Darlington
    23. Skelton
    24. Sunderland
    25. Durham
    26. Weardale
    27. Haltwhistle
    28. Hexham
    29. Ward
    30. Morpeth
    31. Alnwick
    32. Rothbury
    33. Bellingham
    34. Carlisle
    35. Wigton
    36. Workington
    37. Egremont
    38. Millom
    39. Ulverston
    40. Penrith
    41. Appleby
    42. Reeth
    43. Leyburn
    44. Bedale
    45. Nidderdale
    46. Ripon
    47. Wharfdale
    48. Wakefield
    49. Barnsley
    50. Wortley
    51. Penistone
    52. Huddersfield
    53. Hepton
    54. Skipton
    55. Settle
    56. Heversham
    57. Lancaster
    58. Bowland
    59. Burnley
    60. Blackburn
    61. Bolton
    62. Warrington
    63. West Lancaster
    64. Chorley
    65. Preston
    66. Garstang
    67. Aysgarth

    8. Scottish Lowlands



    1. Berwick
    2. Fast
    3. Haddington
    4. Tranent
    5. Crichton
    6. Galawater
    7. Melrose
    8. Duns
    9. Glendale
    10. Kelso
    11. Jedburgh
    12. Hawick
    13. Langholm
    14. Lockerbie
    15. Annan
    16. Dumfries
    17. Moffat
    18. Broughton
    19. Ettrick
    20. Galashiels
    21. Peebles
    22. Lanark
    23. Calder
    24. Queensferry
    25. Stirling
    26. Dunfermline
    27. Kinross
    28. Cupar
    29. Saint Andrew's
    30. Kilsyth
    31. Coatbridge
    32. Glasgow
    33. Johnstone
    34. Gourock
    35. Saltcoats
    36. Kilmarnock
    37. Wishaw
    38. Motherwill
    39. Biggar
    40. Thornhill
    41. Nithsdale
    42. Dalbeattie
    43. Douglas
    44. Creetown
    45. Machars
    46. Rhins
    47. Girvan
    48. Glenkens
    49. Maybole
    50. Ayr
    51. Cumnock
    52. Sanqurhar
    Last edited by Lucius Malfoy; March 09, 2018 at 09:09 AM.
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  2. #2
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    Economic Rules

    Personal Income
    Personal Income is tied to a player's main holding rather than the province they hold.
    Each player will start off with the Tier 1 Hillfort, ensuring income starts off at 2,000.
    In addition, when a player starts, they are granted an additional 3,000 in starting cash, for a grand total of 5,000 (for year one).

    Income increase will be modified by buildings and economic ventures (see below) as well as raiding.
    Raiding is the core of our culture as Vikings and will be more profitable this time as a result.

    Whenever the head of a household dies, the main holdings go to whichever son he designates as heir.
    Any remaining sons will be granted a cash compensation, through a will, amounting to no less than a thousand gold.
    Buildings, Ventures and Keeps
    Buildings
    Players are allowed a max of three buildings per week
    Tiers are unlocked through construction of upgrades and the completion of previous Tier buildings

    Tier 1 Buildings (1,000 each)
    Unlocked by construction of Mead Hall (automatically unlocked)
    Bonuses: Increases income by 2,000 and +1 to defensive rolls when besieged

    - Settled Farmers: +10% estate income
    - Earthen Ditch: +1 siege defence
    - Armed Peasants: -1 hostile raiding rolls across all provinces
    - Local Blacksmith: -5% troop upkeep and recruitment cost
    - Small Garrison: Adds ten soldiers (5 archers and 5 light infantry) to the garrison of each province you own.
    - Coastal Clearing (coastal or river only): 5% discount on the purchase and maintenance of ships.

    Tier 2 Buildings (2,500 each)
    Unlocked by Chieftain's Longhouse upgrade (2,500)
    Bonuses: Increases income by 4,000, unlocks Economic Ventures (see Economic Ventures tab), and +1 to defensive rolls when besieged

    - Large Farmsteads: +10% estate income
    - Wooden Palisade: +1 siege defence
    - Fortified Villages: -1 hostile raiding rolls across all provinces, -1 additional bonus in primary residence
    - Weapon and Armoursmiths: - 5% troop upkeep and recruitment cost.
    - Double Garrisons: Adds a further ten soldiers (5 archers and 5 light infantry) to the garrison of each province you own.
    - Fishing Wharf (coastal or river only): +5% estate income, 5% further discount on the purchase and maintenance of ships.

    Tier 3 Buildings (5,000 each)

    Unlocked by Chieftain's Great Hall upgrade (5,000)
    Increases income by 6,000 and +2 to defensive rolls when besieged

    - Sworn Vassals: +10% estate income
    - Wooden Walls: +2 siege defence
    - Town Guard: Immovable garrison of 30 Archers and 20 Heavy Infantry added to this holding.
    - Frankish Smiths: -10% troop upkeep and recruitment costs.
    - Merchant's Wharf (coastal or river only): +5% estate income, 5% further discount on the purchase and maintenance of ships.
    Economic Ventures
    Economic Ventures
    Players may choose one of four specialty ventures, once a year, for additional income
    - Mines
    - Sea Trade
    - Fisheries
    - Animal Pastures
    - Trade outpost

    One of these costs 2,000 gold and are unlocked after Tier 2 upgrade. Players may do up to two ventures per year.
    Each year, a roll from these buildings, ranging from 500 to 3,000 gold (rounded to the nearest hundredth), is made to add additional income, which can be claimed the following year.
    Keeps and Burhs
    Keeps
    Players are permitted to build additional keeps (Max number of 5) which will cost 5,000
    Keeps can be built anywhere within the realm. It is wise for players to state where each holding (province based) in said realm.
    These additional keeps will only have access to three Tier 1 buildings and cannot be built up beyond Tier 1 bonuses
    The Tier 1 Income bonus of 1,000 gold will change to 500

    When the head of a household dies, the appointed heir may have the majority of those holds were built, but each son must have at least 1 hold in their possession as a result of the will.

    Burhs
    Burhs are fortifications mad of wood and are garrisoned by small numbers of men in order to exert control over a region
    There will be three types of Burhs (small, medium and large), each will require a certain amount of men in order for them to be properly garrisoned
    The garrisons will be from the personal militaries of the players that own/control them

    Small Burh will require 20 men for a garrison and will offer +2 to defensive rolls (cost: 2,000 gold)
    Medium Burh will require 50 men for a garrison and will offer a +4 to defensive rolls (cost: 4,000 gold)
    Large Burh will require 80 men for a garrison and will offer a +6 to defensive rolls (cost: 6,000 gold)

    Players may use 100 of their own men for defensive purposes (10 small burhs, 4 medium burhs, 2 large burhs or an assortment of such)
    If no men are garrisoned at these forts, they will surrender automatically to any attacking army

    Government
    The government of this Viking Kingdom is led by a King and supported by the Thing.
    The Thing is an assembly of free peoples within the realm, led by an appointed Lawspeaker and the King. Here, the freemen of the realm may settle legal questions by the judgment of the appointed Lawspeaker and the King.

    Taxation
    In this game, provinces will still yield income but this income goes straight to the king to be used for building new keeps, founding cities, and other public projects. However, in order for this revenue to be accessed, the King must place a tax upon the pool of income. This tax can be maxed out to 25% before consequences begin to build. If a ruler sets the tax at 80% or higher, be prepared for instant revolts of great threat. In addition, the ruler may tax his subject's property (at a max of 25%, but this can go up for roleplay affect).

    Example: Province A is worth 2,000 gold (the max potential yield). The realm's taxation is set at 35%. The province then yields 700 of that 2,000, as a result of the taxation, to the public treasury.

    All these taxed funds will be labeled as a part of the Public Treasury. The King and Councilors may attempt to embezzle from these funds at the cost of public loyalty and possibility of rebellions to happen. If an embezzlement is discovered, it will take 24 hours for it to be public knowledge and for consequences to ensue. This may cause anything from riots all the way up to rebellions of various sizes, depending on the severity of the money stolen and by whom. Especially if the King's policies are proven to be unpopular, rebellions will be larger in scale and dire in threat.

    Succession by Might
    Succession by Might
    In the days of the Old Norse, successors tended to be whoever was the strongest and most reputable of warriors, which did not always include the sons of the previous King. As such, before the time of Primogeniture Laws, there was a 'Succession by Might,' ensuring the strongest among a community ruled. Those with the reputation and skill will certainly rise to the top and be suitable candidates. However, there is always more than one great warrior in any realm.

    Such things that are approving of a candidate would be...
    - Successful Raiding
    - Winning a Duel
    - Capturing a Stronghold
    - Winning a Battle

    Such things that are disapproving of a candidate would be...
    - Unsuccessful Raiding
    - Losing a Duel
    - Losing a Stronghold
    - Losing a Battle

    If there are candidates with equal reputation, there are many ways for this succession to be resolved. Most important of which is the involvement of the Thing. The Thing has the right to arbitrate in matters of succession and elect a successor to the previous King. The Thing can elect the obvious candidate or find someone else who they view worthy. They can decree if candidates have the right to fight for their claims as well. However, if a strong lord has both popularity and power behind him, he can ignore the Thing and simply proclaim himself King.
    Last edited by Lucius Malfoy; March 08, 2018 at 01:50 PM.
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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    Military and Battlefield Rules

    Military Rules
    Personal Military
    Every Main Character starts off with 100 men
    The composition is 40 Light Infantry, 25 Heavy Infantry, 25 Archers, and 10 Light Cavalry
    Personal Militaries will depend upon the amount of gold available to levy a personal army. Players may use 25% of income for personal militaries.

    Levies
    Each province will have a levy that is 1/10 of the income. Ex. A province of 1,000 income will have a levy of 100 men
    Levies will comprise of 40% light infantry, 50% archers and 10% light cavalry
    Levies can be called by the local Jarls or the King and will require an upkeep of 1 gold per soldier (ex: 100 men = 100 gold)

    Garrisons
    Garrisons can be gained through certain buildings and be placed be players from their personal military pool
    Players may leave soldiers behind, in order to bolster their garrisons, but can only be from their personal militaries
    Garrisons for Burhs (forts) will require players to place men in them from their personal militaries. Any forts without men are automatically considered empty and will surrender to any army.

    Fleets
    Ships will require gold for upkeep and will also require that landholders have access to any body of water (sea or major river)
    Personal and Government-funded navies may exist and be utilized

    Military Units
    Land Units
    Land Units will take 12 hours (for full armies) to muster

    Archers - 5 gold for hiring and 2.5 for upkeep (per soldier)
    Light Infantry - 5 gold for hiring and 2.5 for upkeep (per soldier)
    Heavy Infantry - 10 gold for hiring and 5 for upkeep (per soldier)
    Light Cavalry - 15 gold for hiring and 7.5 for upkeep (per soldier)

    Naval Units
    Sea Longboats (2,000 gold and 750 gold in upkeep)
    Coastal Longboats (1,500 gold and 500 gold in upkeep)
    River Longboats (1,000 gold and 250 gold in upkeep)

    Scouting & Detection
    Scouting - Scouting is done on basis of shires/counties
    - Scouting can only be requested if Cavalry is in the army.
    - You may only scout one shire/county per 2550 Cavalry in the army per 24 hours. If, for example, you have 99 Cavalry, you may only scout one shire/county; 50 would allow two.

    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 - The scouts return without 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 1,000 troops is worked by 1,000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1,000 is within that range. For example, 800-1,600 range, or 950-1,750 or even 1,000-1,800.
    Detection Every army has a passive detection range of 2 lordships away (thus 1 hour of movement time away, if in England). By default, the armies become aware of each other as soon as they come into that range.

    If one party wishes to try and slip past this detection range of another army, they must undergo a detection roll. Base chance of doing so is 16/20, modified negatively by the opposing top commander’s scout trait. It’s also -2 for every 50 Cavalry in the opposing army; thus having 400 cavalry or more in your army will reduce chances of being ambushed down to 0.

    This cannot be done if there has been a scout roll reporting your location with 60% accuracy or more and you have not moved to a different province since.

    If an army attacks another after successfully surpassing this passive detection, the sneak attacking army gets +4 to all rolls as with Surprise Attacks.

    Field Battles
    How will battles be done?
    1. Both sides will send in battle orders after a description of terrain has been given. I don't really care about the length of battle orders, but I would recommend condensing your strategy to the briefest and simplest-to-understand form anyway.

    2. Commanders should divide the army into three flanks, giving orders for each flank. These orders will be used to add modifiers on top of the ones from terrain and unit quality.

    3. A d10 roll for each flank will determine the winner of that flank. Simple high roll plus added modifiers will win. Modifiers will be added liberally and weighted equally to rolls.

    4. After the winners of each flank have been determined, casualties of each flank must be determined. This is done by taking the difference of the first two rolls and multiplying that number by a D10. That is the number of casualties for the loser. The winner’s casualties is half that number.

    5. Once a winner is determined by winning 2/3 flanks, a rout of the defeated enemy will occur. If an army has a reserve, the reserve will engage the entire enemy army giving the main force time to flee. Another flank battle will be rolled with a +7 modifier added to the winning side.

    6. If a rearguard is not present, the rout roll will be a D20 x 30 to determine casualties, spread evenly over all unit types.

    7. At least 10% of the force must be kept in the reserve for it to be an effective screen to the rout.

    8. If battles are smaller than 2,000 men on each side, only one flank will be rolled.

    Post-Battle Condition Rolls
    Post-Battle Initial Condition table, not modified by +Survival.

    1-2 - Dead.
    3-7 - Wounded. Roll the Wounded table.
    8-12 - Captured.
    13-20 - Free and unharmed.

    If the character is Captured, but is on the winning side of the battle, roll d20 where 6+ liberates the character.

    Wounds table, modified by +Survival.

    Natural 1 - Permanent Wound, do not modify with +Survival. Roll the Disability table.
    2-5 - Permanent Wound. Roll the Disability table.
    6-10 - Major Wound. (Mod pick: coma or bedridden for 2 RL days)
    11-15 Serious Wound (Mod pick: -3 to Duel, Survival, or all Battle Traits, for 2 RL days)
    16-20 Minor Wound (Mod pick: -1 to Duel or Survival, for 2 RL days)

    Disability table, not modified by +Survival. Trait points made redundant by rolls here are not refunded.

    1-5 Disfigured. -10 Charisma. Character's face is badly maimed (on a level similar to Sandor Clegane's), making them unsightly.
    6-10 Crippled (Arm). Cannot Duel, -10 Survival if participating in a Battle. One of the character's arms is rendered useless, rendering them unable to effectively defend themselves.
    11-15 Crippled (Leg). Cannot Duel, can still Joust. Cannot command Infantry, only Cavalry.
    16-20 Old War Wound. Begin death rolls every year henceforth. Starting at 2/20, with +2 every 5 years. If the character is already of age for death rolls, +2 henceforth.
    Siege Rules
    Rolling a Siege
    Rolling a siege is the same as rolling a Land Battle except the flanks are Gatehouse and Walls, not Left, Right, and Centre.
    Remember also that sieges require patrols of dismounted and mounted troops screen protecting the besieging army in order to ensure the besieging army is not taken by surprise by a relief force.

    Surprise Attack
    If an army is laying siege they are vulnerable to surprise attacks by enemy forces in the local area. Base chance of successfully surprising a siege is 16/20. Patrols of mounted or dismounted soldiers may be put on screening duty by the besiegers, resulting in a -2 chance of surprise per 50 men. Thus, 400 men on screening will render surprise attacks impossible.

    If an army is taken by surprise during their siege, the attackers gain +4 to all rolls during the battle.

    Siege Equipment
    Tier 1 - Light Ladders
    - 6 hours to construct.
    - Basic siege equipment required for assault on a castle.

    Tier 1 - Rams
    - 9 hours to construct.
    - Grants +1 to siege attack rolls.

    Tier 2 - Siege Ladders
    - 12 hours to construct.
    - Grants +3 to siege attack rolls.
    Post Battle and Siege Loot Roll
    After Battle Loot
    In every major siege and battle, there is always the chance of loot in terms of gold, trinkets and captives
    The amount, in terms of these values, will be up to moderator discretion.

    For captives, up to 1/4 (25%) of any defending/attacking enemy army can be taken as captives to be sold into thralldom or ransomed (only for captured nobles)
    For loot, players can gain up to 100% wealth from a defeated enemy army or captured location.
    Raiding
    Detection Roll

    (Modified down by the highest Scout trait of any character on the raid)

    Note: Each 'province' has a base garrison of twenty men. This number can be improved through building upgrades.

    1-5, the garrison are caught completely by surprise and no defense can be mustered. Proceed straight to a Loot Roll.
    6-10, the garrison musters a weak defense, but in the chaos do not send riders to report the attacking banners. Proceed to Raid Roll.
    11-15, the garrison musters a defense, and report the identity of the attackers by rider to the local keep. Proceed to Perception Roll.
    16-20, the attackers are detected well before they arrive, allowing the local troops to retreat to the closest friendly castle (if applicable) taking all their valuables with them. The castle must be captured in order to loot the province. Proceed to perception roll. If there is no castle, a field battle is rolled.

    Perception Roll

    Roll a D20, with 1-10 being a vague understanding of who you are (e.g., 'Welsh') and 11-20 being a more specific understanding (e.g., 'Welsh from Powys'). Use of banners will not alter this roll, though banners will be reported alongside any other findings (e.g. 'They had Percy banners but seemed like Nevilles to me'). RP justifications shall be the survivors recognising an accent or dialect, overhearing raiders mentioning something that gives a clue to their origin, etc. Proceed to Raid roll afterwards.

    Raid Roll


    Roll a d5, with the outcome being the % of your force lost during the pillaging spree to death, desertion or disappearance. This is capped at 100 men, since large forces are otherwise at a disadvantage, where every 1% represents ever larger numbers of men for no extra gain. If a force larger than 20 men is present, this is the phase in which they fight your own men.

    Loot Roll

    Roll a d20, with the outcome x10 in % being the loot you gained, based on the following table:

    Tier I (Red): 1,000 gold
    Tier II (Orange): 2,000 gold
    Tier III (Yellow): 3,000 gold
    Tier IV (Light Green): 4,000 gold
    Tier V (Dark Green): 5,000 gold

    In addition, gain +5% for every 50 men present in the raiding party (after the Raid Roll casualties are factored in, and rounded to the nearest 100) up to a maximum of +30% (600 men) and +2% for each point of Pillager for any character in the raiding party (max 1 character applied per player, to stop single players exploiting this by sending parties with 4 characters each with +3 Pillager).

    Once a province has been raided, the victim's manors may be occupied, so long as no hostile forces remain there. Occupied provinces bring in 50% of their base income per annum so long as they remain under your control. It takes two years for an occupied province to become officially 'owned' by the occupant.

    Raid Size Limitations


    The size of a raiding army will have effect on how easily it will be detected. The more men that are present in a raiding force, the easier it becomes for the local populace to detect that force and prepare against it. Historically, it was much easier for a small group of men to remain undetected compared to a larger group of men and this rule is meant to simulate this kind of effect.

    - The maximum size that a raiding force can be without having any penalties is 250 men
    - For every 100 men above this cap, a +5 will be added to the raid detection roll.
    - An army that is over 900 men (+20 detection rolls) will always be detected by the local populace when it is on a raiding mission and it will be subject to a battle with the garrison or local force if applicable.
    Last edited by Lucius Malfoy; March 04, 2018 at 03:34 PM.
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  4. #4
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    Roleplaying and Character Rules

    General Roleplaying Basics
    - A maximum of one main character (that can hold land) may be allowed with a total of four main characters with traits. Each player may have a maximum of one family/clan.
    - Characters given traits MUST be role-played on a consistent basis. Those who are not will not have their traits counted. If that means keeping relatives as auxiliary characters, then do so.
    - Only the highest ranking character within a family may collect income from their land.
    - Auxiliary characters are limitless.
    - Characters may commit suicide or die of illness (at the player's discretion) though abusing this in an unsportsmanlike fashion may warrant punishment.

    Leaving a Thread
    All characters who posted in a thread are assumed to remain in that thread unless they post a leaving post or after two full days of non-activity. This means that if you posted in a thread that you were there, and then someone an hour later assassinated you, you can’t claim that you were no longer there unless you specifically posted that you left before the assassination attempt was made.

    Letting Others Respond
    In your posts if they involve actions of other characters it is a rule that you must allow them a chance to respond and refrain from one post wins. For example, you cannot just post "John cut off Jimmy’s finger". You can however post "John went to cut off Jimmy’s finger" as you can see the second version allows Jimmy to respond to your action before you've done it (since you can’t take back a cut off finger).

    Dice Rolls
    All chance rolls (i.e. a birth roll, or an assassination attempt) are based on a D20, and have been done so that regardless of modifiers a natural 20 will always succeed, whilst a natural 1 will always fail. Thus a roll of 15/20 will succeed on 6-20, and fail on a 1, 2, 3, 4 & 5. All vs rolls on the other hand (duels, jousts, etc) are based of the highest score wins. A + modifier always improves the roll odds, while a -Modifier always worsens the odds.
    Life and Death
    Death and Aging
    The medieval world is rife with disease and untimely death, with infant mortality and an early grave being common thanks to most serious diseases being nigh untreatable. A character ages at a rate of 1 year per in game week, and will, at some point, be subject to various death rolls. These can be divided into two categories: child death rolls (representing the high infant mortality rate) and adult death rolls (representing the low life expectancy of a typical adult)

    Child Death Rolls
    Newly born children have a death roll every five years of their life, up until the age of 15. The chance of death begins at 3/20, gradually scaling down by 1 each time (so that the chance of death is 1/20 by the time the child is on her/his third roll). These rolls can be negated by survival traits, but there will always be a minimum 1/20 chance of death regardless of the survival stat

    Adult Death Rolls
    Adult death rolls take place at the age of 30 onward, once per decade until the age of 50, when they then occur once per five years. Though the chance of death initially will be very small, this will of course increase with age. As always, the minimum chance of death is 1/20, regardless of any survival traits.

    30 – 34: 1/20 chance
    35 – 39: 3/20 chance
    40 – 44: 5/20 chance
    45 – 49: 7/20 chance
    50 – 54: 9/20 chance
    55 – 59: 11/20 chance
    60 – 70: 13/20 chance
    70 onward: 15/20 chance

    When a character dies, you are expected to kill them off by the end of the in game year. You'll be allowed to clear up any existing situations and resolve them, but following that your character must be declared deceased as soon as possible.
    Child Conception & Birth Siring Children
    ATTENTION:
    Players MUST post the current ages of the two would-be parents.


    Order of rolls:
    Conception: d20
    Birth: d100 and d50
    Defects: d20
    Gifts: d100

    Conception
    Roll a d20. 25% base chance of conception, so 16-20 is a successful copulation.
    You can only have one successful childbirth every 5 RL days. If you fail at conception, you may try again in 2 RL days.

    The would-be mother’s age affects this. Aged 31-35 gives a -1, 36-40 gives a -2, 41-45 gives -3, and 46-50 gives a -4. 51 years and above thus require getting a 20/20 to successfully conceive.

    If successful at conceiving a child, the child will be born in 5 RL days (so if you got the conception roll on a Monday, the child will be born on that Saturday), representing the 9 months it takes for pregnancy to progress.

    Birth Roll
    At that point (or earlier if you like), ask for a childbirth roll. This is one d100 to determine gender, 1-50 is a boy, 51-100 is a girl; and then a d50 to determine the outcome of the birth: 1-5 is death for both mother and child, 5-8 is a stillborn (or similar result), 9-12 is a stillborn that causes the mother to become barren, 12-15 is the mother dead but with a surviving child, and 16-50 are perfectly fine births.

    If the mother is aged below 18, add -10 to this roll. -20 if she is aged below 16. If the mother is 31-39, add -5 to this roll. If the mother is 40-45, add -10. -15 if the mother is 46-50, and -20 if the mother is 50.

    Birth Defects
    If the child survived, we roll a d20, to see if they have any defects.
    If the mother is aged between 31 and 35, add a -1 to the primary roll. If she is aged between 36-40, add a -2. Each increment of 5 years thereafter is thus worth a -1. Ex. a mother aged 52 gives a -5 to this first roll. The father also has the same effects when it comes to birth defects, and his age effect stacks with the mother’s. So a father and mother both aged 52 gives a -10 to the primary birth defect roll.

    Roll a d20. Subtract penalties from the age of the parents if applicable.
    1-5 result is a child born with an abnormality of some sort, which sends you to the second roll.

    If you got a 1-5 and the child has a defect, the mod will choose a condition for the child (or let the player). Depending on the condition, it will have moderate to severe effects in life. A child with hemophilia for example will likely be unable to recover from an attack on them (such as an assassination) that drew blood.

    Troublesome Blood (such as sickle cells, hemophilia)
    Bad Organs (such as Polycystic Kidneys)
    Progressive Debilitation (such as huntingdon’s, sclerosis)
    Developmental Disorder (such as down syndrome, retardation, etc)
    Autism (autistic or asperger’s)
    Uncontrollable Convulsions (such as epilepsy)
    Bad Skin (such as eczema, porphyria)
    Growth Defect (such as dwarfism)
    Frail bones (such as marfan’s)
    Misshapen Body (such as scoliosis or a clubfoot or a hunchback)
    Aesthetic Deformity (such as harelip)

    Birth Gifts
    Lastly, there are gifts. Roll a d100.
    96-100 is a golden god of genius and strength; Two free +2's in different skills of your choice upon the age of 16 (may also be 4 different +1's). Females get +10 on birth rolls.
    91-95 is a genius child; A free +2 to a skill of your choice upon the age of 16 (may also be split up into 2 different +1’s)
    86-90 is a smart child; A free +1 to a skill of your choice upon the age of 16.
    81-85 is a strong child; +2 against all diseases/plagues and natural causes death rolls. Females get +10 on birth rolls.
    61-80 is a healthy child; +2 against all diseases/plagues and natural causes death rolls. Females get +5 on birth rolls.
    1-60 is no gift.

    Gifts may counteract a defect, cancelling it out. Ex. rolling a a physical deformity but then getting the gift of strength cancels both out - the child is fine, never was born with defects, nor a gift.

    Traits and skills
    Characters have the following free points for their skills:

    Age 10-18: 4 points
    Age 18+: 6 points
    - Characters may start with a maximum of 6 trait points, even if age 50 or older at the start.
    - Characters may start with a maximum of +3 in any skill.
    - You can gain additional skills via RP.

    Skills
    1. Military Skills
    - Battles: +1 to battle rolls per level. Gained when a character wins a battle where the enemy is not outnumbered by more than 1.2 to 1 and where total soldiers on both sides is more than 6,000 men. This applies per flank, but does not stack more than once per battle (e.g. a character cannot gain +2 for defeating an enemy flank and then the enemy reserve).
    - Pillager: Improves loot gained from raids, see Raid rules. Gained after every 3 raids.
    - Scout: +1 to detecting armies preparing to attack the force the character is in command of, and -1 to enemy detection rolls made on an army your character is in command of. This applies if the character is specifically in command of the scouts (in RP this can be confirmed with anything like 'Scouts', 'Outriders', 'Light Horse', 'Cavalry', anything that can easily be interpreted as being in charge of the scouts) or successfully ambushes an opposing force.
    - Logistician: Armies this character is in overall command of move 5% faster. Calculate total marching time in hours and subtract x%. Moreover, points in Logistician will reduce attrition from natural sources while campaigning in rough terrain and/or foreign lands. Gained on request on a per-campaign if moderators feel the character's army's mobility has significantly contributed to a successful outcome.
    - Rearguard: -1 to your army's rout casualty rolls. Applies only if the character is in command of the reserve. Gained if the army the character is in retreats in good order (i.e. the reserve wins their fight with the victorious enemy flank and no rout roll is made).

    2. Personal Skills
    - Survival: +1 to surviving death rolls and in duel defensive rolls. Gained if the character loses a battlefield duel (e.g. no sparring, training, friendly, or tourney duels) but is not killed by his opponent or from surviving an assassination attempt.
    - Personal Combat: +1 to duel and jousting rolls. Gained if victorious in a duel that occurs either during a serious battle situation (a real battle, not a practice fight, tournament melee, training etc.) or if the victor is the winner of a tournament. Can be gained under other conditions if mod approved (highly unlikely). Does not require the death of the other combatant.
    - Assassin: +1 to assassin rolls. Gained if the character assassinates another player character.
    - Wealth: +5% to province income if you are a lordly character or +5% to asset income if you are a merchant character. Gained if the character uses their wealth to achieve something political (e.g. bribery, blackmail, buying someone's death) at moderation discretion.
    - Charisma: +1 to any rolls to convince an AI character to do something. Gained if the AI character is convinced to switch loyalties from any one party to another. This must be a switch of political or military allegiance.

    3. Trait Limitations
    - The Assassin trait is limited to a maximum amount of +2 to prevent overly powerful assassins at the game's start.
    Temperaments
    Temperaments:
    The four temperaments were first described by the Greek physician Hippocrates and became one of the basis of his medical theories that dominated the medical sciences for thousands of years, humorism. They describe the four basic personality types based on the balance of the four bodily fluids - sanguine (optimistic, active and social), choleric (short-tempered, fast or irritable), melancholic (analytical, wise and quiet), and phlegmatic (relaxed and peaceful). There is also a fifth temperament, supine (affectionate and pliant).

    Players will be able to choose one dominant temperament for their characters. From there, two more temperaments may be unlocked (another dominant trait within the same category as the starting temperament and one subservient temperament from another category). The additional two traits are unlocked through consistently roleplaying your character a certain way (ex: A ruthless and hothead character will unlock the Bloodthirsty temperament through consistent roleplay). These will be the basis for the personality of your character in the game. Players are greatly encouraged to try to follow these traits as close as possible in their RP.

    When new characters are born in-game, players should choose their temperaments and personality traits then, and are also encouraged to not choose the same over and over again, which would lead to the same character being played in all but name.

    It is possible to alter a character’s temperaments in-game with mod approval, should a major life event (such as the death of a beloved spouse, defeat in war, betrayal by an ally, etc.) occur.

    Sanguine:
    - Confident: This character is very self-assured, brimming with confidence and difficult to shake even under pressure. However, taken to an extreme, they can show a suicidal disregard for their life and the lives of others, and fail to take...well, failure into account when planning. +1 battle rolls, +1 to rout rolls against this character.
    - Sociable: This character is an extroverted social butterfly, capable of making friends left and right. However, they have little time for 'boring' matters like finances, and are more interested in buying flashy things to show off to their friends than managing their wealth. +1 Charisma, -2% income.
    - Upbeat: Nothing seems to get this character down. They're perpetually smiling and looking on the bright side of even the darkest developments, truly the kind of optimism that can be infectious...or delusional, if the situation is bad enough. +1 to surviving non-battle death rolls, -1 to post-battle rolls (captivity, death, wounding).

    Choleric:
    - Bloodthirsty: This character is hotheaded and loves to jump into fights, lethal or otherwise. This is not something others find endearing off the battlefield, though. +1 Battles, -1 Charisma.
    - Ill-Tempered: This character is ornery and seems to explode at the slightest provocation. While they've gotten into enough fights to toughen them up, a person who's as easily baited as a bull that sees red won't make a good commander. +1 Duels, -1 Battles.
    - Impulsive: This character acts before (sometimes, without) thinking. They might move and decide more quickly than others, but their recklessness can lead them to disaster as well. +5% movement speed, -1 to detection rolls.

    Melancholic:
    - Haggler: This character is obsessed with getting the best possible deal for themselves, and ever watchful (even paranoid) for anyone trying to rip them off. This sort of fellow is rarely the sort others like, but none can deny their ability to sniff for gold. +7.5% income and improves loot from raids, -2 Charisma.
    - Meticulous: This character loves to analyze situations down to the last minutiae before acting. On one hand this means they'll probably have a clear picture going in, on the other their decision-making abilities could easily become paralyzed as they spend too much time analyzing and not enough acting. +1 detection rolls, -5% movement speed.
    - Pessimistic: This character is always looking at the negative side of things. They may be right in some cases - when you suspect every man you meet to be a bad guy, you're probably right at least one out of ten times - but it doesn't exactly make them endearing. +1 to survival rolls, -1 Charisma.

    Phlegmatic:
    - Austere: This character disdains pomp and pageantry, instead preferring a plain & simple (the uncharitable might say 'rigidly spartan') lifestyle. +5% income, -1 Charisma.
    - Empathic: This character is strongly attuned to the emotions of others and cares for them, making them great friends or kinsmen to have - but poor warriors and generals. +2 Charisma, -1 to battle/joust/duel rolls.
    - Reserved: This character is a stoic who generally keeps to him/herself and exercises strict control over their emotions. While this means they're not likely to make reckless moves in court or on the battlefield, they can come across as unfeeling robots to others. +1 battle rolls, -1 Charisma.

    Supine:
    - Amiable: This character is a pleasant person who tries very hard to get along with everyone s/he meets. Indeed, perhaps too hard, at that...they also tend to excessively seek validation from others, and at worst can be described as clingy ticks. +1 Charisma, -1 to duel rolls.
    - Idealistic: This person is a strong believer in higher ideals and the innate goodness of man. On the one hand they tend to be inspiring and uplifting figures, on the other they can be taken advantage of by those who live well beneath their expectations. +1 Charisma, -1 to rout/assassination/escape rolls.
    - Submissive: This character is the sort of person others can easily walk all over. On the other hand, they're generally regarded as beneath suspicion, and if they ever find their spine they could easily strike back without their foes seeing it coming. -1 to Charisma, -1 Battles, +1 to assassination & escape rolls.
    Last edited by Lucius Malfoy; March 04, 2018 at 02:41 PM.
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  5. #5
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    Please, post which battle rules you like. Option 1 is from Sunset over Rome and Option 2 is from WOTR.

    Secondly, thanks to Bastard Feudalism, we have a new mechanic that can be added in, alongside Temperaments or replacing them. I can tell you now, its a good immersion mechanic he created, so give him rep and thanks!
    https://docs.google.com/document/d/1...xaGO3Dqk8/edit
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  6. #6
    General Brewster's Avatar The Flying Dutchman
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    Default Re: Viking Age Proposal

    Full support.
    Battle option two would have my preference.

  7. #7

    Default Re: Viking Age Proposal

    fully support. If you need any help let me know.

    Not really fussed about the way battles are done, so I'll leave that up to the others
    Last edited by Gandalfus; February 06, 2018 at 08:02 PM.

  8. #8

    Default Re: Viking Age Proposal

    delete
    Last edited by Pontifex Maximus; February 06, 2018 at 10:28 PM.

  9. #9
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    Be aware, there are a lot of holes in the rules presently so I could use any help here! Players please give suggestions and ideas!
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  10. #10
    Narf's Avatar Reach for the Stars.
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    Default Re: Viking Age Proposal


    I'm intrigued! Look's like you've already put a lot of effort into this, kudos.
    Spoiler Alert, click show to read: 
    Would be tempting to reuse old assets.. Powys..
    .




    Economy
    Starting Amount
    Take you're income multiply it with 5. This is what you're House starts with.

    Example:
    James Ramsden is a Knight with a Yearly Income of 10 Florins, he will start out with 50.( 10*5 )
    Income
    Un-landed:
    Knights: 5 Florins per Year.
    Freedman: 1 Florins per Year.

    Clergy:

    The Cardinal/Archbishop: 50
    The Bishops: 40
    The Priests: 10
    The Monks: 5

    Landed Nobles:
    All regions net a base tax income of 10 florins.

    Example:
    James Ramsden is a Baron with a Yearly Income of 20 Florins, because he have two regions.
    Trade
    An trade route gives 20% of you and your trade partners' regions combined Income. Max one trade route for each region. (Markets are needed in regions to be "Active")

    Example:
    (Simple: 1 Trade Route = 4 Florins)
    Baron Wilson have two Regions and an income of 20, Duke Ramsden have four regions, but only a market in three of them. This mean he can trade with Wilson effectively with two of the Regions and will have to find another to trade with, with the two others. This means their effective combined income will be 40 and each year they'll both get 8 Florins(Traits do not effect this.)
    Taxes
    All ranks above Baron can set a Tax percentage that their Player Vassals have to pay(Any objections to this shall be solved in the game. Do not bug the mods with this.).
    To clarify. The King can't Tax an Vassal of his Duke. But he can Tax the Duke. Or so is Custom.(He can of course do as he pleases.)

    Example:
    James Ramsden is a Baron with a Yearly Income of 20 Florins, because he have two regions. Still, he have to pay 2 florins to his liege, because the Count demands 10% Taxes.
    Characters
    Character Creation

    Name:
    Age:
    Origin:
    Biography:
    Child Trait:

    Example/Explanation:

    We will have a Thread in the Dungeon with all Characters Listed Like so:

    James Ramsden
    Adult, Wild Child and Traits Given because of his RP(He have none in this demonstration).
    Duels: 12 (He get two from Wild Child)
    Tactics: 1,0
    Tax: 1,0

    Tadaa. That is bloody simple for us to keep track of.

    (I have decided to only have "pickable" traits when we create the character, so that we don't have to update this thread as often as we would with the point system we had in the past, determined by age and experience.)
    Traits
    Okay Traits are changed in this instalment. They are not just something that is smacked on.
    Here we got some base traits(Players won't see this, and these base ones will apply to all characters.):
    Child(0-12):
    Duels: 5
    Tactics: 0,5
    Tax: 0,5
    Teenager(13-18)

    Duels: 8
    Tactics: 0,8
    Tax: 0,8
    Adult(19-50)
    Duels: 10
    Tactics: 1,0
    Tax: 1,0
    Aged(50-)
    Duels: 5
    Tactics: 1,4
    Tax: 1,2

    Child Traits:

    Players choose one of these.(This will be the only traits public.)
    Wild Child: Duels + 2
    War Minded: Tactics + 0,2
    Diligent Child: Tax + 0,2 (Example: This multiply his Tax income with 0,2. A Baron with one Region get 12 instead of 10 florins.)
    Smart: Tax + 0,1. Tactics + 0,1.
    Brave: Tactics, + 0,1. Duels + 1)
    Professions
    The path of the Noble:
    WIP
    The path of the Cloth
    :
    WIP
    Ranks

    Some want power applied to Regions other want it applied to Rank. In this do both.
    There will be a max of regions for each rank. They can have more through Vassals.

    King: Max 5 Regions.
    Duke: Max 4 Regions.
    Earl/Count: Max 3 Regions.
    Baron: Max 2 Regions.
    Purchasables
    Cities, Castles And Buildings

    Cities and Castles:
    There will be a main holding in each region. This holding will be symbolic as to how the entire region is Managed by the Lord that currently commands it. The two way to rule is either focused on military or economy. OR a lord can choose to let it remain in the middle. The middle is what I call the Base. And that is how all regions start.
    A base Region give 10 florins each year. And a lord will be able to levy 100 men from it.
    He can then have it focus on Military, or Economy.
    Example:
    Base Powys: 10 tax, 100 levy.
    Castle Powys: 5 tax, 150 levy.
    City Powys: 15 tax, 50 levy.
    And that is it for goverment decisions. I have had some very complex Crusader Kings like things suggested, but this is how simple it will be. Done. Let us keep it simple.

    Buildings:
    Market - Cost 200 florins in each region. + 5 to the regions' Tax, enables trade.
    Barrack - Cost 300 florins in each region. + 50 to the regions' Levy. Enable the Training of Trained Infantry and Archers.
    Stables - Cost 100 florins in each region. Enables you to make 100 of you're men Cavalry. This doubles their worth, in an straight up battle but their greatest or downfall will depend on how you RP them in the fight.(You can't make Levy into Cavalry)
    Castle Upgrades.
    Basic Castle: Cost 50. + 0,1 to Commander Tactics.
    Upgrade Castle: Cost 100. + 0,2 to Commander Tactics.
    Upgrade Castle: Cost 150. + 0,3 to Commander Tactics.
    Upgrade Castle: Cost 200. + 0,4 to Commander Tactics.
    And so on..


    I know you want more than this. But this is simple and easy to understand.
    Weapons and Armour
    This is still WIP
    Weapons:

    +0 - free
    +1 - 40 florins - may be used with a shield
    +2 - 60 florins - may be used with a shield
    +3 - 80 florins - may be used with a shield
    +4 - 100 florins - may be used with a shield
    +5 - 110 florins - may be used with a shield
    +8 - 140 florins - this require two hands.

    Shields:
    may be used in combination with weapons and other armour
    +1 Shield - 40 florins
    +2 Shield - 60 florins
    +3 Shield - 80 florins

    Armour:
    Leather:
    +1 - 10 florins
    +2 - 20 florins

    Chain-mail
    :
    +3 - 35 florins
    +4 - 50 florins

    Plate/Scale
    :
    +5 - 60
    +6 - 100 florins
    Mercenaries
    Seek out a Captain and RP the Deal.
    Training Men
    If you have a Barrack then you can buy 50 men for 5 florins one of these groups cost one florin each year to maintain. Cavalry cost double to maintain. And it cast 5 florin to make 50 men into cavalry.
    Battles and Special Rules
    Battles
    Okay. This require someone else to explain how simple it is. I'll not do that well. I'll just stick with making a long example. Hope you can see it's simplisity through it all.

    General rules:
    Archers only count as half their numbers in melee.
    Cavalry counts as double their numbers.
    Levy count as 0,8, mini example(100 counts as 80 in the battle effectiveness)
    Archers get to shoot once before a battle is rolled.

    Example: Without RP modifiers or commanders.

    1000 Infantry attack 400 Archers. Here the mod can chose to do a roll or not.
    No Roll: Shoot: 200 Infantry die from Arrows. Melee 200 Infantry die in the melee. The Infantry live with 600 men. All Archer are dead.
    With Roll: Shoot: you roll an D 10. 10 being all hit their target. 1 being 40(in this case) hit their target. It is percentage determined and in this example each ten percent equals 40 archers. If I rolled 5 then the result would be the exact same as above.

    Of course some archer would have fled but for simplicity I decided not to do that here.

    Example:

    We have two Lords who fight each-other on a field.
    I have made this so simple that the battle can be decided a single dice-roll, the rest is determined by RP.
    We know it is Ramsden and Wilson who are fighting so we go to our thread in the dungeon and look at their profiles.

    To see who wins we have to find their Battle Effectiveness. We do that by simple Multiplication. After Archer have shot we take the number of soldier and calculate that. RP effects is up to the Mod to apply.
    (Example: This is after the Shooting
    Archer count as half(0,5). We have 100. = 50 to Battle Effectiveness.
    Cavalry count as two(2,0). We have 100. = 200 to Battle Effectiveness.
    Trained Soldiers as one(1,0). We have 100. = 100 to Battle Effectiveness.
    Levy count as eight tenth(0,8). We have 100. 80 to Battle Effectiveness.
    Without any General these men have an Battle Effectiveness on: 430)

    Lord Wilson is a Aged, and he have great interest in war.

    War Minded: Tactics + 0,2
    Duels: 5
    Tactics: 1,6
    Tax: 1,2

    Wilson have 200 Cavalry, 500 Levy and 300 Archers.


    Lord Ramsden is Teenager, and he too have an great interest on tactics.

    War Minded: Tactics + 0,2
    Duels: 8
    Tactics: 1,0
    Tax: 0,8

    Ramsden have 900 Levy and 600 Archers.

    Ramsden with 600 Archers rolled 7 on his shooting. That is an good roll, that means the enemy will loose 420 men to archers in this battle.

    Wilson with 300 Archers rolled 4 on his shooting. That is not so good, that means Ramsden will loose only 120 men to arrows.
    (All may of-course be different due to RP.)
    I explained how this can be done without roll further up.

    Now, Lord Ramsden have 1380 soldier left.
    And Wilson have 580 men left.

    Now to the battle Effectiveness Roll.

    It will be easier to determine what died in an RP
    But let us just say that Ramsden lost 120 from his Levy.
    So now his Army look like this:
    780 Levy 600 Archer.

    We will do the same for Lord Wilson: He lost 420 levy and only have 80 left.
    200 Cavalry, 80 Levy and 300 Archer.
    To break that down we have
    200 Cavalry * 2 = 400.
    80 Levy * 0,8 = 64
    300 Archers * 0,5 = 150
    That together equals 614. Now the Commanders' Tactics Ability comes into play together with the roll.
    We take the 614 and multiply it with his tactics ability+roll.
    His tactic skill is 1,6 and I rolled 18 which means 1,8. 1,6 + 1,8 = 3,4
    So the Total Battle Effectiveness is: 3,4 * 614 = 2087

    The Dice Roll is A d 20. 1 = 0,1, 20 = 2.0



    Now to Ramsden. I'll show how short this can be done.
    780 Levy* 0,8 = 624. The 600 Archer are just half so that is 300. So we have 924 now. And he as a ok general with his 1.0. So that is still 924. Now the roll: he rolled 8. Not so good for him. Tactics 1,0 + roll 0,8 = 1,8
    His Battle Effectiveness is: 1,8 * 924 = 1663

    Wilson wins!
    Hope you understand it I think it is simpler than anything we I've had while I've been here.
    Assassination
    I have not had time for this yet.
    Clergy Rules
    I have not had time for this yet.


    Last edited by Narf; February 15, 2018 at 09:51 AM.

  11. #11
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    The above is some suggestions by Narf. They were posted here cause they couldn't sent via PM. So I am gonna be browsing these for any worthy suggestions.
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  12. #12
    Narf's Avatar Reach for the Stars.
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    Default Re: Viking Age Proposal

    More like a dumb of a unfinished project for a dead game with a lot of placeholder text. But there might be some merit to some of whats in there. That is the hope at least!

  13. #13
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    Update, I am about halfway done with the provinces, aiming to get this game fully done asap. No certainty on when though as there have been some comments on the food system.
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  14. #14
    Narf's Avatar Reach for the Stars.
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    Default Re: Viking Age Proposal

    Great to hear! Though, don't stress yourself.

  15. #15
    Stildawn's Avatar The Legislator of 'Lol'
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    Default Re: Viking Age Proposal

    I'll certainly join this when it starts +1

  16. #16
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    Glad to hear Stildawn! I am hoping to get this fully completed this week or next, hopefully.
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  17. #17
    Adamat's Avatar Invertebrate
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    Default Re: Viking Age Proposal

    Ragnar smash!
    #JusticeForCookie #JusticeForCal #JusticeForAkar #JusticeForAthelchan

  18. #18
    Lord William's Avatar Duke of Nottingham
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    Default Re: Viking Age Proposal

    Any progress?

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  19. #19
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    Well, I updated the map information yesterday, that was an arduous task.

    We are working on some finishing touches on a few things before the game is ready.
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  20. #20
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Viking Age Proposal

    With only a couple additions that could be added later on (a process for succession by the strongest and a possible change in the military from single soldier purchases to warbands), the rules are relatively ready for launch.

    If there are any issues or confusions, now is the time to post them while I make the finishing touches.
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