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Thread: The Dice Table and Rules [IN PROGRESS]

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    Default The Dice Table and Rules [IN PROGRESS]

    This Dice Table is in Progress. No Events may be attempted for the moment. No chances are certain.


    In God Save the King, many events are decided by Dice Chances. All Dice Chances are determined by choosing a random number below but including 10. Any GSTK Moderator may roll a dice for an event. The website we use for the random number bellow but including ten can be found here.



    Murders and Assasinations

    A Murder or Assassination in GSTK is an attempt to kill a fellow player and get away with it without being caught or with anyone knowing it was you. Unlike Duels it is (usually) against the laws of the land.

    Remmember, the chances may never be 100% in favour of one person. The highest you can get to is 9/10, and the lowest chances you can have are 1/10.

    So, in basic, the chances follow as so:

    Lower Class (Freedman) killing Lower Class: 4/10
    Lower Class killing Middle Class (Knight or Priest): 2/10
    Lower Class killing Upper Class (Earl/Baron or Archbishop/Bishop): 1/10

    Middle Class killing Lower Class: 6/10
    Middle Class killing Middle Class: 4/10
    Middle Class killing Upper Class: 2/10

    Upper Class killing Lower Class: 7/10
    Upper Class killing Middle Class: 6/10
    Upper Class killing Upper Class: 4/10

    But, of course, it is never as simple as that. These are only the Killing chances. There is also the escaping chances. If you kill your target, but don't escape, you could face death by hanging.

    The chances of assassin escaping are 7/10, no matter what class or whether you kill target. But the chances are changed by the amount of other people in the thread.

    If there is one other person in the area, the chances of escaping are two less in favour of the assassin. If there are two other people, the chances are four less. If there are three other people, the chances are five less. If there are 4 other people or more, the chances are six less. But, as with the killing chances, the chances are never 100% certain of anything, thus the assassin allways has 1/10 chance of escaping.

    So, the chances follow as so:

    Assassin chances of escaping...

    ...when there are no other people in area: 7/10
    ...when there is 1 other person in area: 5/10
    ...when there are 2 other people in the area: 3/10
    ...when there are 3 other people in the area: 2/10
    ...when there are 4 or more other people in the area: 1/10


    But area you might ask? What area? Well, we judge how many other people (not including assassin and target) are there by the thread the assassination is in.

    So, how does it work?

    So, you want to assassinate somebody. Well, now it gets even more complicated. It depends where you assassinate them. If you just post a thread saying you are assassinating them, then we take it for granted that you are assasinating their house. In this case we take two numbers off both chances (escaping and killing).

    So, if you just posted a thread saying so and so was assassinating so and so, and your chances are 4/10 for killing and 7/10 for escaping, seeing as you just posted a thread straight off the chances become 2/10 for killing and 5/10 for escaping.

    But there are more devious ways to assassinate somebody. Rather than just going posting a thread saying you are assassinating them, you could somehow start a thread in which only you and them are present in it. You could kill them on a Roleplay adventure. You could have yourself invited into their house, or invite them to your house. Of course, if you do any of these, the number of other people there will determine your chances. If you are in a house thread (which is often long and has had many people speak there at its time) we determine how many other people are there by how many people are actively talking or being talked to or mentioned in the conversation. This is often quite obvious who is present. If it isn't the moderators will decide accordingly, asking other Moderators view as well if needed.

    Group Assassinations
    If you assassinate somebody and you have X other person helping you, then you get X more dice roll number in your favour with escaping and assassinating, regardless of class. The extra dice number is added onto the higher class number. E.G

    Middle Class attacking Middle Class person assassinating chances:
    Kill: 4/10 and Escape: 7/10

    Freedman attacking Middle Class person assassinating chances:
    Kill: 2/10 and Escape: 7/10

    Middle Class with Freedman attacking Middle Class person assassinating chances:
    Kill: 5/10 and Escape: 8/10

    The escaping dice is rolled sepperately for each person, meaning that one might escape whilst another is caught.

    In a group assassination attempt, each S.I is worth half the amount. If we don't end up with a round number (say 8 and a 1/2) I will use the bellow 100 random number generator. Despite the halfs, you still cannot go higher than 9/10 chances in favour of somebody.

    Anonynous Assasinating
    When you make an assassination, even if you escape, it is obvious to everyone else you did it as your account posted it. You can avoid this, just PM any moderator, saying you are attempting to murder so and so in so and so thread, and they will post the attempt there as well as the outcome (which they would do anyway). In a group assassination both people must PM the same Moderator saying they are assassinating. They will post it without naming any names or ranks or anything to give your character away. This can prove great fun. Say four people are in a role play story together. You want to kill one of the other people there, for political reasons or whatever. You PM a moderator, who posts (to everyone elses suprise) in the thread, something like: "A hooded man came out of the darkness, and swung his knife towards Johnny. (moderator rolls dice). It hit him in the chest. Johnny fell, dead. (moderator rolls next dice). The hooded man escaped sccesfully." The person who made the attempt can then post as if nothing happened and they viewed the attempt. No one else would know who did it. There would be three players, all accusing each other, and only one knowing it was them. It can be great fun.

    Special Items
    As with most events, there are special items which can help you. A list of these can be found at the bottom of the table.

    Certain Threads
    In threads such as all the Parliment threads, the tavern and St George's Cathedral we take it for granted that there are 4 people + there. So, if you are assassinating somebody whithin one of these threads, you must be carefull.

    So be weary!
    Be carefull where you post, who you invite to your house, whose house you enter. When you go places, to a house of a stranger or just on an adventure, be sure to take somebody you trust to lower your chances of dying. But perhaps they will stab you in the back...


    Being Hired / Hiring Assasins


    OK. So, you are short on cash. You must first either advertise you are assasinating, or the patron must advertise they need an assasin. It would work as so.

    Either the Assasin posts something like this in London:
    London woke to find the walls of Tower Bridge covered in the message;
    Drake Devil is willing to Kill for Money
    It was written in blood.

    The assasin (may be any class) must have an assasins name which he uses to advertise and cause fear.

    Or the Patron may post something like this in London:
    John Poridge sat disguised in the abbandoned warehouse. A contact had promised he would have an assasin arrive to do buisness with him. John hoped one would arrive soon...

    Or if the Patron knows a paticular Assasin he wants he may post:
    John Poridge sat disguised in the abbandoned warehouse. It was here his contact said Drake Devil would meet him.

    The Assasin may or may not arrive. It depends whether he likes the person, or reckons they have enough money to pay him.

    So the assasin arrives. There is a 1/6 chance they recognise one another. The Assasin Dice roller will post that.

    So it would happen as so;

    A:
    John Poridge sat disguised in the abbandoned warehouse. It was here his contact said Drake Devil would meet him.

    B:
    Drake Devil tapped the hooded Patron on his back. He turned in fear, having not heard the assasin creep up behind him.

    Dice Roller:
    The Assasin recognised the Patron at once. It was John Poridge. John on the other hand, had no idea who Drake Devil really was.

    A and B discuss who the target is and what the pay will be, and if it will be payed before or after the Assasination. Once it is decided, the Assasin will post the Murder post (as seen in Murders and Assasinations) and it will follow as such.

    If the Assasin is caught, and the Assasin had recognised who the Patron was, he may or may not say so in court.

    A Patron may not testify in court that he knows the assasin, as he may only say so if he has been associated with the murder. So the Patron only does so with the knowladge they too will be punished. But if a Patron recognises the Assasin, they may put more pressure on the deals if they are higher up than the assasin (say the Assasin is a Knight and the Patron an Earl). But of course, this might cause the Assasin to then murder the patron. . The pressure cannot happen between classes though (an Archbishop has no immediate power over a Knight, nor does an Earl over a King).

    If money is to be paid after the succesfull Assasination, then the Patron will post the money being paid at a later date in the original assasin request post, but no one will be recognised if they where not recognised before.

    King's/Pope's Assasin
    A King may privately hire an Assasin. He will request one the same way as a normal Patron. The King/Pope must show they are the King/Pope, but there is nothing to worry about as the King/Pope may not be trialed for assasinations in court (but a revolt might happen...). The King/Pope has the same chances of recognising an assasin as in normal circumstances (1/6). If the King/Pope recognise the assasin, they may put pressure on him. The pressure here is more fortunate on the Pope, as the Pope may threaten all with excomunication, but the King can't directly threaten a member of clergy. So one way out, if the King is threatening a Knight Class or Freedman, would be for them to join the church.

    An Assasin may not be paid more than 150 Florins per Assasination by the King/Pope (seeing as the King/Pope have unlimited money on GSTK).

    A King/Pope may also pay the Assasin to not assasinate anyone else. If this becomes the case, the assasin gets an additional income of 10 Florins per turn, unless the King/Pope changes their mind or dies.
    [/spoiler]


    Duels
    Duel Dice Roller: Undecided

    Spoiler Alert, click show to read: 

    A duel is a more honourable way to kill an enemy. It is not against the law (or at least the current law. A King may change it if he thinks to many of his Knights are waisting their lives). It will work simillarly to a Melee, except with only two people, one against one.
    Each person must state his weapon. The first to damage three will die. Here are the weapons and the chances;

    Sword; Chance of hit = 5/6, damage caused = 1
    Mace or 2h Sword/Claymore; Chance of hit = 2/6, damage caused = 2
    Pollaxe or two Handed Axe; Chance of hit = 1/6, damage caused = 3

    A duel will be posted as so;

    Person A:
    Sir John walked into London square/up to the door of Sir James's house/or anywhere else. He had a [choose weapon] in his hand, and anger in his heart. I challenge Sir James to a duel!

    Person B:
    a) Sir James turned to his old adversary, Sir James. I accept the duel, I will fight with my [choose weapon]!
    b) I decline the duel. (this will obviously make you loose respect, and give the challenger the right to mock you)

    (after a)Dice Roller:
    [First he rolls a dice to see who will attack first] Sir James ran at Sir John, his sword flying...
    ...and hits him on his shoulder (damage = 2).
    _____________________________________________

    The duel proceds as such until someone reaches damage 3, and they die. People in the crowd may post them watching the duel and shouting for their friend, and the duelers may post them attacking each other between the dice rollers posts, but they do not make damage.


    Jousts, Archery and Melee
    Current Jousts, Archery and Melee Dice Roller: The organiser of the event roll's the dice

    Spoiler Alert, click show to read: 

    Jousts
    OK, were going to add some skill, thanks to some info from our friendly Dune. From now on, you must decide whether you are going for a shield/chest hit, a throat hit (which is the whole throat part of the armour) or Helm (which is the helmet).

    Target areas for the joust


    If your damage gets to 3 you fall off your horse. Between each charge, and before the first charge, you must state which attack your going for, then I'll roll the dice and post the account of what happened. So, e.g

    Henri posts
    Henri got atop his horse, and prepared to charge. He was aiming for Harolds Chest

    Harold posts
    Harold mounted his mighty stallion. He was aiming for Henri's Helmet

    (it matters not who posts first, just as long as they state their aim)

    I post
    The two knights charged over the field dramatically. Harolds lance missed Henri's Helmet by an inch, but Henri's lance hit Harold square on his shield. Neither Knight fell, and thus they rode to the end of the area, turned, and prepared to charge again.

    OOC: Total damage; Henri = 0, Harold = 1
    ____________________________________________________________

    The two knights then state again what they are aiming for, I post the account of the next charge. They play until somebody looses (the first to get their damage up to 3 falls of his horse on the charge it reaches 3) On the account that both knights fall, there will be a sudden death charge, in which both Knights aim for helmet, and it's 50/50 who hits.

    Here's the chances

    Shield/Chest Hit; Chances of hit = 5/6, Damage Caused = 1
    Throat Area Hit; Chances of hit = 2/6, Damage Caused = 2
    Helmet Area Hit; Chances of hit = 1/6, Damage Caused =3

    So remember, first up to 3 falls of their horse. Helmet area is a gamble, shield area is a safer one, but less damage. Think carefully before choosing your hit.

    Melee
    Ok, in a game of melee, there must be two equal teams, of two or more. It is practically the same as a joust. Here's how it will work.

    You must choose 1 weapon which you will use for the duration of the battle. They will work simillarly to the joust thing. The weapons are Sword, Mace and the mighty Pollaxe. If your damage reaches three you will fall. I will roll a dice and choose two people from one side as attackers, and choose two from another. I will then post the account of their moves. Then I will pick two from the other side to attack, and choose two from the originally attacking side to defend. If you fall, your out for the rest of the battle.

    Here are the weapons and chances;

    Sword; Chance of hit = 5/6, damage caused = 1
    Mace or 2h Sword; Chance of hit = 2/6, damage caused = 2
    Pollaxe or two Handed Axe; Chance of hit = 1/6, damage caused = 3

    So, it will be like this. Two teams of three knights line up. Each knight posts which weapon they will use, then them lining up ready to charge. Then I will pick 2 to attack the other team, and post whether they hit or not. Between my accounts, you may post each other fighting each other and moves, but they will not afflict damage.

    Archery

    The archery competition works as such. It is a duel game. It is performed simillarly to the joust. The aim of the game is too have the most points after four shots. There are three bows, which you may switch from in the middle of the competition. The points are determined by how hard you hit the target (a dummy). Of course, a bow that is stronger and will hit more powerfully is also less acurate.
    Before each shot the players state their bow. Here are the chances;

    Ash Bow (accurate but weak) : chances = 5/6, damage =1
    Oak Bow (slightly stronger) : chances = 2/6, damage =2
    Composite Bow (very powerfull) : chances = 1/6, damage=3


    Childbirth
    Current Childbirth Dice Roller: Knight of Sicilly
    Spoiler Alert, click show to read: 


    You can only try for childbirth once every two years

    So you want an heir? Very well. This is what happens. You go to the Physicians Shoppe in London, and state that your wife is in labour (all roleplay of course). The physician will take your wife in, and you will wait outside, as happened in Medieval Times. Then the Physician will roll the dice, and then post in Roleplay him coming out and announcing the news. So here is an example.

    Person A:
    Physician, my wife is in labour, please hurry!

    Physician:
    Oh, quickly, please come in. Sir Knight, I trust you are able to wait out here safely?

    [Physician Rolls dice]

    Physician:
    Congratulations, you've had a baby boy, and your wife is well!

    [Or]

    I am sorry. Your wife died during the childbirth, though your child is well.

    OK, so here are the dice chances.

    Firstly, we see if you are going to have twins. For twins, the Dice roller must roll triple ones.

    Secondly, the chances of boy/girl. Boys were much more wanted in Medieval days, as they were the heirs. But the chances are still, obviously, 50/50. If you have twins, this is repeated seperately for each baby.

    Thirdly, the chances of your child and/or wife dying in the process. Now, of course, in medieval days, the chances of your wife/child dying were pretty high, and they where higher the poorer you were.

    Freedman

    Chances of wife death: 3/6
    Chances of childs death: 4/6

    Middle Class (Peers (Baron or Earl/Count, and perhaps Priests secretly)

    Chances of wife death: 2/6
    Chances of childs death: 3/6

    Upper Class, and Kings

    Chances of wife death: 1/6
    Chances of childs death: 2/6



    Rebellion/Civil War
    Dice Roller for this event: Undecided
    Spoiler Alert, click show to read: 

    So your mad. The King has done something to annoy you and your friends. He might of demolished an Order without consulting Parliment, changed the Kings Laws radically, brought taxes incredibly high and refused to change them, not consulted Parliment beofre doing something. Then you might rebell, or cause a civil war.

    If a Peer rebells, then the Settlement/Shire he owns becomes on the rebell side. If two Shires rebell in the same fief, then that fief autimatically becomes the rebells, whether the Fief head agrees to it or not. If a settlement rebells, and the shires bellow him dis-agree, they will announce so, and flee to a King settlement. Of course, after the civil war if the King wins, they might become the future Earl instead of their previous master.

    A Knight may rebell. If they rebell we accept that they have fled to a rebelled area.

    Clergy would only rebell if the Pope see's it fit, or that is roughly the reason of the rebellion. So if the King's wrongdoings had concerned Clergy, or an Archdiocese, then Clergy have a right to rebell. If that is so, it becomes a religous rebellion.

    Once one Shire/Fief/Parish has rebelled, the character may then make a speach in another settlement. There is a 1/3 chance he is caught entering that settlement. Then he may make a speach. It is up to the Fief owner whether he wants to send guards to arrest him or not. The rebell must convince the fief owner to rebell in his speach, perhaps offering money also. If he sends in guards, then that character is arrested, and out of the rebellion. But he may attempt a tower of London escape. Only one speach may be made per day.

    Bribes e.t.c may be used in a Civil War to change peoples minds. Assasins may also be used by both sides.

    A rebellion must choose a leader. He will become King after the rebellion.

    Every day, the King can roll a dice to see if he has enough forces to atack the rebells in open combat. Every day he waits, he will get an extra number on the dice roll. But every day he waits there is also a chance another settlement might rebell. If he rolls unsuccesfully, he is back to dice one (1/6).

    E.g Day 1 - the chances are 1/6, he waits a second day they are 2/6.

    If he succesfully rolls, all Knights and Peers that have not rebelled are his, and all Knights that have rebelled are the rebells. An Online Battle will determine the outcome, and each player on each side will determine an amount of florins to be spent for each team.

    E.g 1 Knight/Clergy = 200 Florins, 1 Lower Peer (Parish owner/Baron) = 300 Florins, 1 Higher Peer (Archdiocese owner / Earl) = 400 florins.

    In a Civil War, the Navy is obselete.

    If a civil war lasts for over a week, and the time for a Save comes, then the End Turn button will be pressed without doing anything.

    A Marcher Lord/Border Man may not participate in a Civil war on either side.

    After the battle, the wining side will determine what happens. The amount of players dead will be determined as with all battles (see army death chances). The winners and the new King may do what they want with the loosers. They may let them keep thier titles, they may de-mote them, they may banish them or they may kill them. Of course, they must all be trialed.


    Guard Escape, and Tower of London Escape
    Dice Roller for this event: Undecided

    Spoiler Alert, click show to read: 

    Guard Escape
    OK, so you've had an unsuccesfull rebellion speach, or have been arrested in the street, and decided to escape. Remember, if you escape arrest, and are then caught again, your trial will be stricter and it will be considered an offense against you.

    OK, so it will follow as this;

    Arrest
    Person A: By law of the King, Sir John is arrested/Get the rebell!!!

    Sir John:
    a) Very well, take me to the tower
    bi) Sir John runs to a horse, mounts and begins to escape, charging for the gate
    bii) Sir John runs to a horse, mounts and begins to escape, charging for the church where he will seek asylum

    after b)-Dice Roller:
    [The dice roller rolls the dice, see's if person escapes, then writes an exciting detailed account of what happens]


    Here are the chances. If you seek asylum, you are more likely to get there than you are to escape. But then you must follow the asylum rules (you may stay in the church for 2 months (a day) and then must a) Publicly admit to your crimes and leave the country carrying a cross on your back b) Admit to a fair trial)

    Chances of escape (they are the same for all classes):

    Charge to gatehouse: 3/6
    Charge to nearest church for asylum: 5/6


    Enemy of the Crown, and Friends of Enemy's
    Current Enemy of the Crown dice roller: Undecided

    Spoiler Alert, click show to read: 

    OK, the crown is after you, for whatever reason. You escaped the guards in an arrest or escaped the tower. It is not a civil war (no more than 3 Knights/Priests and 1 Peer/Bishop have rebelled).

    Thus you are escaping the crown. At the end of every turn (year) a dice will be rolled to see if you are caught. If you have a friend (a friend post will remain confidential for the friend, but if the traitor is caught, the friend will be discovered and also arrested + caught), the chances are changed in your favour. The chances are not changed in rank, seeing as;

    If you are high in rank, you will be more easily recognised, but will also have more resources to live on the run

    If you are low in rank, you will be less easily recognised, but will have less resources to live on the run

    Chances of capture: 3/6.
    Chances of capture if you have a friend helping you: 2/6.

    Traitorous friends - a friend may become a traitor. He may report your area to the crown. In that case, your chances will be harder for the turn following the traitorous friend turning you in. After that the chances will fall back to normal.

    Chances of capture after traitorous friend: 4/6

    Enemy of the crown rules:
    Your character may not post in Parliment. He may not post in the Tavern. He may post in the churches and repent for his sins, and claim asylum. Your lands will be given to another.
    You may attempt to secretly contact other people, perhaps to become your friend and help you whilst you are on the run, or perhaps to help you start a rebellion. A friend may also attempt to contact you.

    These will work as show - the requester - friend or fugitive - will post a requesting post, as such.

    Requester (Sir John):
    Sir John walked in to the abandoned storeroom, awaiting the arrival of his cooperator who he had requested through letter, Sir Arthur.

    Sir Arthur:
    a) Sir Arthur walks in, and begins a conversation.

    In this case, as soon as the requested accepts the request, a dice roller will roll a dice to see if they are discovered. The chances for their capture are 2/6. If it is unsuccesfull, the friend is then a friend. Future secret conversations between those two may not be discovered. If a third friend is requested, and say two of the friends are caught, all three shall be caught in turn due to tortue and information. You are all in it together. If the friend is arrested for a sepperate crime, so shall the fugitive be caught in turn.

    b) Sir Arthur posts; After a long while, nobody arrives. Sir Arthur must of decided not to come.

    [The conversation is abbandoned. The requester departs]

    Once three or more Knights/Priests are friends of the fugitive, and 1 Noble/Bishop, they may declare a rebellion. Then the Civil war rules are in hand, and these rules are abandoned.


    Army Death Chances
    Current Dice Roller: Undecided

    Spoiler Alert, click show to read: 

    Knights, according to rules, must fight for their King, if their King requests, for 30 days a year. In times of war this might of been added up (e.g 60 days in 1 year, no days in the next).

    Here are the Knight ranks. These aren't like the army ranks of today. Although techniqually all the Knights in Medieval days were Knights, some were more important and had more men.

    (if you have fought in two battles allready as a freedman, these may be included into you Knight rank (so if your freedman has fought in say five battles, when he becomes a knight he becomes a Fighting Knight straight away);

    Fledging Knight (before fighting in two battles)
    Knight (before fighting in four battles)
    Fighting Knight (after fighting in six battles)
    Veteran Knight (after fighting in eight battles)
    Bodyguard Knight (after fighting in ten battles)

    OK, so when theres an army expedition, say the invasion of Wales, the King may either make it a free of will conscription (you do not have to join) or forced conscription (you must join, unless you can come up with an excuse).

    For serving in the army you may get a bonus (direct from the crown as a gift) or land or loot (should sacking happen or ransom).
    (The Knights set pay for being in the army is their land.)

    These same statistics apply to a siege. If your fief or your lieges fief or the fief of the settlement you live in is under siege, then you have a 5/6 chance of being there. After that, these statistics apply. If you loose but not all your army is destroyed and the dices are rolled and you have not died, we consider that you have been allowed to leave the city, or escaped after the siege.

    OK, so a battles been. You were in it. 50% of your army died. Are you dead?

    Fledging Knight - 10% less of a chance your dead than the standing number (so in this case 40%)

    Knight - 20% less (so 30% in this case)

    Fighting Knight - 30% less (so in this case 20% chance your dead)

    Veteran Knight - 40% less (so in this case theres a 10% chance your dead)

    Knight Bodyguard 50% less (so in this case theres a 0% chance your dead)

    Class also effects chances of death. A Knight/Priest is only neutral, a freedman has 10% more chance than the standing number to die, a Peer/Bishop/Archbishop/Cardinal has 10% les chance than the standing number to die, as well as the effects of their Knight Rank.

    E.G, 40% of army died. I am a Baron, and this is my first battle. So the chances of my death are;

    40-10 [fledging Knight] = 30
    30- 10 [baron] = 20

    So there is a 20% (1/5) chance I'm dead.

    An exception will be made obviously, in 100% army death. Then everyone dies, no matter your rank.

    If loot happens, we look at the amount the crown salvaged. Of course, Knights were meant to give all loot they found to the King, but they kept some for themselves. We will take say the same amount as the crown salavaged, saying this was kept secretly, and then work out percentage each from the total number of men in the army (everyone got and illegally kept loot, from Knight to Freedman).

    As for land, this will be roleplay, and you just ask your King. If the money system is put in place, loot money and land will be very valuable.



    Order Rules

    These are the general Order rules. Of course, the inside of these will be changed for each order, but each order must roughly follow these rules.

    Spoiler Alert, click show to read: 


    Founding of an Order
    In order to found an order, at least two people must be founders. They do not have to be of equal rank whithin the order. This is to stop random Orders popping up all the time.

    If you wish to start a Order you must get the agreement of either Church or State, and the other must not strongly disagree. So a Churchly order can be made, but ultimately the King might say it cannot be placed in his Kingdom. Or a Knightly order might be made, but the Church may say it cannot be made in Christendom.

    After you have your two founding members, give the proposal to the person you wish to serve, so you might post it in Parliment or in St. George's or in The Kings home or in the Archbishops home.

    Alliegance
    An Order must have an 'Alliegance', of some sort. Of course, it might not follow its alliegance, and become very independent.

    The alliegances could be to Church, Crown, Parliment, People, Country (a bit like a border man - it matters not who rules, they fight for the country) or Individual e.t.c

    In order to have each alliegance the alliegance server must agree. If it is to people then they may simply start. If it is to Country then it must be agreed by the current ruller.

    Classes
    Some orders may be set up for Clergy, or for Knights, or for Freedmen. Some may be a simply fighting order. Some may be a simply praying order. A simply fighting order might have fighting clergy, or healling clergy. A simply praying order might have praying Knights, or protecting Knights. What classes e.t.c may join must be mentioned in the Orders rules, which would be in its estate post.

    Some orders may ask for their members to be pennyless, e.t.c. If so their accounts will be stopped, or placed within the account of the order. The Order might also ask for a percentage of their income otherwise. It all depends on that orders rules.

    Ranks
    Ranks must be set up in an order. These may or may not be effected by feudal class, depending on the orders rules. These could be democratic, or inheritable, or given to the next most powerfull man. An order may even be 'communist' in a sense.

    Extra Titles
    If you have an order it is generally accepted that neither Church or Crown strongly disagree with its founding. Now, whether or not it serves Church or Crown, they may be given a title by either. Or by Parliment. Such things would be like; Blessed, 'The Holy', King's guards, Parliments retainers e.t.c With a title it is thought that the order is also slightly loyal to the giver, but the giver does not have to be its main server. So you might have an order serving Crown that has been given the title of 'Holy' by the Church.

    Estate Posts
    An Order may have an estate post. This may be stickied if it is active. In the estate post will its members sign up, their meetings be held. In the O.P their rules must be written. For now post these in the Kingdom of England part, but later we might decide to have them in London.

    Taxes and Money
    As mentioned before, you may have to give some of your money to the order, volintarilly or forced. You may have to be pennyless, in which case you may loose your account or all your income would go to the order and your lands would belong to them. In that case they might by you S.I e.t.c

    An Order is given a vault. The Vault does not have a standing income or tax. All it's income comes from it's members, and donations be it from individuals, Crown or Church. With this money it might bribe, hire assasins, donate e.t.c

    Power
    Remmber, that as always in GSTK power is determined by feudal rank and numbers.

    Civil War's e.t.c
    In the case of a Civil war, an order may remain neutral, or take sides, or become in-active for that amount of time. If you dis-obey the orders rules, then you might be forced to leave.

    Trials
    When you join the order, they should have their rules listed in their Estate post.

    If you break one of these rules, the Order will make you leave. If it because you murdered someone, then you will face a Crown trial. If they murder or hurt you after making you leave then those who did it will be on trial.

    Basically, if an Order has a trial the most they can do is make you leave without braking the law. If you broke the law then the crown will judge you appropriately sepperately.

    An Order might hire an assasin to kill you after you leave though.

    Power over Orders
    The person you supposedly serve, be it Church or Crown, may force you to do something. If you disobey they then have the power to strip you of your Order. You might deny them and become an indipendant order. The certain thing might declare you all Outlaws or heretics, and hunt you down, though of course the people might side with you and start a civil war.

    Last edited by Desperado †; November 11, 2008 at 03:47 PM.

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