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    Default General Game Rules

    Ranks and Offices Nobility of Jerusalem
    King
    Prince/Princess
    Lord/Duke (max of 3)
    Count
    Baron
    Knight

    Clergy of Jerusalem
    Latin Patriarch of Jerusalem (granted to the Archbishop of Jerusalem)
    Bishop (max of 4, including Archbishop of Jerusalem)
    Priest

    Ranks of the Order
    Grandmaster
    Knights (Usually drawn from the aristocracy)
    Squires (Most of Low-born heritage)
    Order Monks (Clergy of the Order)

    Ranks/Offices of the Haure Cour
    Bailiff: Administered the kingdom in the absence or minority of the king (regent position, usually appointed to a noble upon the departure of the King for war or when the King is incapacitated/a minor)
    Constable: Commander of the Kingdom's armies
    Seneschal: Managed royal funds, incomes and taxes as well as oversaw the Haure Cour in the absence of the King
    Chancellor: Draws up deeds and charters and managed the kingdom's diplomatic service
    Grandmasters: Leaders of the Orders stationed in the Holy Land
    Latin Patriarch: Archbishop of Jerusalem and head of the Church dioceses in the Kingdom


    NPC Territories (Islamic Aligned)
    Great Seljuq Empire

    A mighty Sunni Turkic empire that conquered much of the Middle East. It is a great power despite the current and ongoing civil war due to the death of the predecessor.

    Leader(s): Ahmad Sanjar (Son of Muhammad I, Heir) and Ahmad Sanjar (Uncle, Pretender)
    Family(s): Unknown


    Sultanate of Rum

    Formed after the Battle of Manzikert, this Sunni Sultanate is a great Anatolian power. It currently contends with the resurgent Byzantine Empire and the Crusader States.

    Leader: Masud I
    Family: Unknown


    Fatimid Caliphate

    A Shia Muslim State that is centered around Egypt. This great Caliphate contends with the entrenched Westerners in the Crusader States. Her greatest enemy is the Kingdom of Jerusalem

    Leader: Al-Āmir bi'Aḥkāmi l-Lah
    Family: Unknown


    Playable Territories and Titles
    Kingdom of Jerusalem (Secular)

    Main title: King of Jerusalem
    Secondary titles: Count of Hebron
    Levy information:

    County of Jaffa (Secular)

    Main title: Count of Jaffa
    Secondary titles: Baron of Ramla
    Levy information:

    Lordship of Oultrejordain (Secular)

    Main title: Duke of Oultrejordain
    Secondary titles: Count of Montgisard
    Levy information:

    County of Beirut (Secular)

    Main title: Count
    Secondary title: Baron of Toron
    Levy information:

    Bishopric of Nazareth (Ecclesiastical)

    Titles: Latin Patriarch, Archbishop of Jerusalem
    Secondary titles: Count of Caesarea
    Levy information:

    Bishopric of Haifa (Ecclesiastical)

    Titles: Bishop
    Secondary titles:
    Levy information:


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

    The starting lands are as follows:

    Eastern Unit List

    Light
    Anatolian Militia Infantry
    Seljuk Archers
    Arabian Lancers
    Arabian Horse Archers
    Kurdish Spearmen
    Fatimid Spear Infantry
    Egyptian Light Archers

    Medium
    Dromedary Mounted Archers
    Seljuk Heavy Spearmen
    Persian Archers
    Scimitar infantry
    Bedouin Warriors (mounted)

    Heavy
    Heavy Anatolian Cavalry
    Arab Household Cavalry
    Heavy Mamluk Cavalry


    Western Unit List

    Crusader State Military

    Light
    Armed Pilgrims
    Syrian Militia
    Syrian Auxiliaries
    Sergeant Spearmen
    Venetian Crossbowmen
    Levy Archers
    Light Cavalry
    Arab Horse Archers

    Medium
    Frankish Men-at-Arms
    Armoured Sergeants
    Genoese Crossbowmen
    Frankish Archers

    Heavy
    Dismounted Frankish Knights
    Mounted Frankish Knights


    Order Militaries

    Units: Listed from basic to heavy
    Squires of the Order
    Sergeant Spearmen of the Order
    Armoured Sergeants of the Order
    Order Crossbowmen/Archers
    Dismounted Order Knights
    Mounted Order Knights


    Komnenian Byzantine army

    Units: Listed from basic to heavy
    Contaratoi (militia)
    Komnenian peltasts
    Levy Archers
    Scoutatoi Spearmen
    Scoutatoi Swordsmen
    Toxotae (professional archers)
    Varangian Guard
    Cavalarii (horse archers)
    Koursores (light cavalry)
    Kataphraktoi



    Holy City of Jerusalem - 5,000

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

    Duchy of Oultrejordain - 3,000

    750 Sergeant Spearmen
    750 Frankish Men-at-Arms
    500 Armoured Sergeants
    350 Genoese Crossbowmen
    400 Dismounted Frankish Knights
    325 Mounted Frankish Knights

    Bishopric of Nazareth - 2,500

    700 Frankish Men-at-Arms
    700 Armoured Sergeants
    300 Genoese Crossbowmen
    500 Dismounted Frankish Knights
    400 Mounted Frankish Knights

    County of Jaffa - 2,000

    Defenses: Castle of Ramla
    550 Frankish Men-at-Arms
    550 Armoured Sergeants
    250 Genoese Crossbowmen
    350 Dismounted Frankish Knights
    300 Mounted Frankish Knights


    ~~~Uncontrolled Lands, May be Acquired by RP~~~
    Barony of Ramla - 500

    150 Frankish Men-at-Arms
    150 Armoured Sergeants
    100 Genoese Crossbowmen
    50 Dismounted Frankish Knights
    50 Mounted Frankish Knights

    County of Beirut -1,250

    Defenses: Castle Tolon
    350 Frankish Men-at-Arms
    350 Armoured Sergeants
    200 Genoese Crossbowmen
    250 Dismounted Frankish Knights
    100 Mounted Frankish Knights

    Barony of Toron - 500

    150 Frankish Men-at-Arms
    150 Armoured Sergeants
    100 Genoese Crossbowmen
    50 Dismounted Frankish Knights
    50 Mounted Frankish Knights

    Bishopric of Haifa - 1,250

    350 Frankish Men-at-Arms
    350 Armoured Sergeants
    200 Genoese Crossbowmen
    250 Dismounted Frankish Knights
    100 Mounted Frankish Knights

    County of Montgisard - 1,250

    350 Frankish Men-at-Arms
    350 Armoured Sergeants
    200 Genoese Crossbowmen
    250 Dismounted Frankish Knights
    100 Mounted Frankish Knights

    County of Hebron - 1,250

    350 Frankish Men-at-Arms
    350 Armoured Sergeants
    200 Genoese Crossbowmen
    250 Dismounted Frankish Knights
    100 Mounted Frankish Knights

    Bishopric of Caesarea - 1,250

    350 Frankish Men-at-Arms
    350 Armoured Sergeants
    200 Genoese Crossbowmen
    250 Dismounted Frankish Knights
    100 Mounted Frankish Knights


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

    Archbishop: 7,500 Ducats
    Bishop: 5,000 Ducats
    Priest: 2,000 Ducats
    Order Leader: 2,500 Ducats
    Order Member: 1,500 Ducats
    Holy City of Jerusalem

    35,000 Ducats

    Duchy of Oultrejordain

    25,000 Ducats

    Bishopric of Nazareth

    30,000 Ducats

    County of Jaffa

    20,000 Ducats


    ~~~Uncontrolled Lands, May be Acquired by RP~~~
    Barony of Toron

    10,000 Ducats

    Barony of Ramla

    10,000 Ducats

    County of Beirut

    20,000 Ducats

    Bishopric of Haifa

    25,000 Ducats

    County of Montgisard

    20,000 Ducats

    County of Hebron

    20,000 Ducats

    Bishopric of Caesarea

    25,000 Ducats



    Economy
    Demesne Upgrades

    ~No Limitations~

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

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

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

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

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

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

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

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

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

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

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

    ~Secular Only~

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

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

    ~Ecclesiastical Only~

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

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

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

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

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

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

    ~Ecclesiastical Only~

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

    Piece of the True Cross: 10,000 Ducats

    ~Secular Only~

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

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

    Golden Cross: 20,000 Ducats

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



    NPC Territories (Crusader Aligned)
    The Byzantine Empire

    The Orthodox empire of the Byzantines, the cultural successors of the mighty Roman Empire. The Byzantines have an awkward relationship with the Crusaders.

    Leader: John II Komnenos
    Family: 2 daughters, 1 son

    County of Edessa
    Centered in Damascus, Edessa was one of the first established Crusader states and one of the most troubled. Constant infighting and incursions by Muslim neighbors has rendered Edessa weak, but resilient in the face of opposition.

    Ruler: Count Joscelin I
    Family: 2 sons, 2 daughters

    County of Tripoli
    Formed in Lebanon and the last Crusader state organized in the Levant, the county of Tripoli remains strong due to the will of powerful Crusaders that make the state financially and militarily viable.

    Ruler: Count Pons of Tripoli
    Family: 1 son

    Princpality of Antioch

    A proud Crusader State with strained ties to the Byzantine Empire. Invariably in conflict with other Crusader states and their Muslim neighbors, Antioch's future remains uncertain.

    Ruler: Prince Bohemund II
    Family: 2 daughters

    Armenian Kingdom of Cilicia

    A Christian Kingdom that existed before the First Crusade. They are noted for their contributions to the Western armies that invaded the Holy Lands.

    Ruler: Thoros I, Prince of Armenia
    Family: 1 son

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


    Battles will commence in the following way:

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

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

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

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


    Sieges

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

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

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

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

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

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

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

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

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

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

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

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

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


    Duels

    Duels may be conducted between individuals or groups of individuals.

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

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

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

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

    Raiding

    Raiding is simple and works as follows.

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

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

    Scouting

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

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

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

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


    Spying

    Assassins may be hired to do more than just kill.

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

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

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

    Assassinations

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


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


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

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

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

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

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

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

    An outside situation
    Both: 13/20



    Character & Misc Rules
    Character Rules

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

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

    Clergy Rules

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

    No matter what, all conversion ceases.

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

    The clergy are forbidden to hire mercenaries.

    Conversions

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

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

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

    Holy Orders

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

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

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

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

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

    When creating your character, give some thought to the situation. There isn't going to be a Muslim or Jewish Knight in the Order of St John, and they are likely to have noble heritage or else success in the Order is largely curtailed. Also remember the members of Orders, they are very Christian, however you could have some interesting roleplay differing from this considerably.


    Military and Hospitaller Order of St John of Jerusalem


    Military and Hospitaller Order of St John of Jerusalem

    Founded 1099, Sanctioned by Papal Bull in 1113

    Order Holdings
    Infirmary of the Order - Jerusalem


    Order Ranks
    The Order is governed by a Grand Master, elected by Order members upon the death or removal of the extant Master. Head of the religious side is the Grand Commander who must be a Priest or senior Monk. Any person who can prove noble ancestry would be a Knight of the Order, however should someone be of non-Aristocratic blood, they must begin as a Donatus (Squire).

    Grand Master -
    Grand Commander (Head Chaplain) -

    Knights of Justice
    Knights of Obedience

    Chaplains of Solemn Religious Vows
    Chaplains of Simple Religious Vows

    Donatus of Devotion (Squire)



    Order Rules
    I. The Order of St John of Jerusalem exists to provide aid and Christian devotion to the Christian pilgrims in the Holy Land.
    II. In each Order establishment, an Infirmary open to all must be opened.
    III. The lives of pilgrims must come before the life of an Order member.
    IV. Should an Order member break his vows, cause harm to come to a pilgrim, or not offer aid to a pilgrim, he shall be struck from the Order and taken into arrest.
    V. A Grand Master may be removed by a unanimous vote of the Order.
    VI. At the death of a Grand Master, a new Master shall be elected by all members.
    VII. The Order shall reserve its right to be autonomous and shall not be under any temporal command, except through that of His Holiness the Bishop of Rome.
    VIII. All members must donate one quarter of their income to the Order each year.
    IX. These rules may be changed by a vote by all members which must pass 2/3rds of them.



    Last edited by Lucius Malfoy; December 14, 2012 at 01:45 PM.

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