This is a WiP proposal for a Dark Ages RPG. It'll be set in England 800-esque. I don't have the time to copy/paste everything from the social group to here right now, but here's part one. All credit goes to Richard of Gloucester.
Character rules Mains
Players may only play as one main character at a time.
Auxilaries
These are characters you can play from time to time for more in-depth and creative RP, they can hold no actual money or items and are used solely for RP purposes. Auxes can hold Ranks as long as they are lower than that of your Main Character. These ranks give no advantages and are solely for the purposes of RP. Major Aux characters should be registered to provide background for other players who may come across your Auxes. However, spur of the moment Auxes do not have to be registered.
- Killing Auxes
For an aux to be killed, there must be just as good a reason as if they were a main.
When it comes to the actual assassination, the same roll is used as if the character was a main but the success rate of the assassination attempt is doubled. However as with all rolls 19/20 is the highest success rate. Heirs shall not receive this penalty and will be rolled as if they were a Main Character.
Escape rolls apply at the normal (not doubled) rate. Murder is murder regardless of who's killed.
-Aging
Characters age at a rate of one in game year per real week. At the age of 45 your characters will be subject to natural death rolls done each week by the moderators, the chance of natural death being 2/20. Every fie years the chance increases with 2/20. This is to naturally kill off any super old and therefore unrealistic characters. The character can see out the remainder of any thread in which he is RPing, but must die by the end of that game year.
- Heirs and Wills
When your main character dies you must post a will detailing the distribution of your lands, belongings and money within 24 hours of death. Only proper “birth rolled” children and other main characters are eligible to receive anything from a deceased main character. (Note that since you can only have one main character at a time, if you main dies and you have no “birth rolled” heir, all your lands, belongings and money can only be passed to another person’s main character. NOT YOUR NEXT MAIN CHARACTER)
Traits
Every character shall be allowed to have 8 skill points.
Skills
duels +1
field battle rolls (away from Fortifications) +1
siege rolls (anything involving Fortifications or defences. Counts whether attacker or defender) +1
capture rolls (when capturing someone) +1
income +5%
survival rolls (in battles + age related rolls) +1
assassinations (doing and defending) +1
escape rolls (in battles and in relation to assassinations) +1
archer (any roll using a bow, ie tournament or assassination) +1
fist fighter (weaponless rolls) +1
birth rolls +1
pillage +5% earned from it
loyalty +1, men will go a year in game without pay
smith +1 (bonus to forging rolls)
Devout Member of the Church (may excommunicate and denounce one rank higher)
denouncer (causes extra unrest when denouncing and excommunicating) +5%
Fate (50:50 chance of a +1 or a -1 to any roll)
sea captain (rolls at sea) +1
Heirlooms
Each player starts with an heirloom passed down through their family, like a lucky charm. This heirloom is passed on to whoever you wish to upon your death, and they can impact rolls like:
Luck: +2 to all rolls.
Chain undermail : +2 to Armour and - 2 to all assassination rolls against you.
Silk shirt: +2 to all rolls in single combat.
Dragon head charm: +2 to survival rolls ( old age etc. )
Herb Charm: +2 to birth rolls.
sharpened dagger : +2 to assassination rolls.
Holy Relic: +2 Denouncement.
Trusty Trading Boat: +5% to income rolls.
Welsh twined rope: +2 to escape rolls.
De miliatristrategikon: +2 to field battle rolls
Sappers Handaxe: +2 to siege rolls.
Greek fire: +2 to naval battle rolls.
Childbirth
No attendance - free
12/20 chance of the mothers survival.
10/20 chance for the child's survival
Poor Healer- 1500 shillingsps
14/20 chance of mother's survival
12/20 chance for Child's survival
Average Healer- 3000 shillings
16/20 chance for mothers survival
14/20 chance for child's survival
Renown Healer - 5000 shillings
17/20 chance for mothers survival
15/20 chance for child's survival
Renowned Healer- 8000 Shillings
18/20 chance for mothers survival
16/20 chance for child's survival
King's Physician (reserved only for The King) - Free
Chance of Wife's survival: 19/20
Chance of Child's survival: 17/20
How Often
As a rule a player may only request a childbirth/adoption roll once every 1 real week. Only mains or rolled auxes may request a roll.
Post here if you want a child, there's a 50/50 roll if its a boy or girl.
Adoptions
Lower Class child: 1500 shillings
12/20 chance of survival
Middle class child: 3000 shillings
15/20 chance of survival
Upper Class child: 5000 shillings
18/20 chance of survival
Ranks and Incomes
Promotion pay Danegald. = shillings divided by ten.
When I list shillings and Danegald, it's the conversion into shillings from Danegald, so 500 Danegald ; 5000 shillings means that they just get the 500 Danegald, I'm just showing the shillings to show the value in shillings.
Ranks of the peerage.
- King
- Earldoman
- Swornman/ Huskarl (Danish)
- Frydman ( freedman)
Frydman Merchant ranks
- merchant
- merchant Guildsman.
- Senior Merchant
- guild head.
Frydman mercenary ranks.
- Mercenary
- Mercenary captain.
- First captain
- mercenary commander
Coinage: Danegald or shillings.
promotion pay
King : 2,000 Danegald ; 20,000 shillings
Earldoman:
Senior/ Jarl : 1500 Danegald, 15,000 shillings
Junior: 1200 Danegald ; 12,000 shillings
Swornman/ Huskarl : 900 Danegald, 9000 shillings.
Frydman: 500 Danegald, 5000 shillings.
Merchant; 600 Danegald, 6000 shillings.
merchant Guildsman ; 650 Danegald, 6500 shillings.
Senior merchant ; 750 Danegald, 7500 shillings
Merchant Guildmaster ; 850 Danegald, 8500 shillings
Mercenary; 600 Danegald, 6000 shillings.
mercenary captain ; 650 Danegald, 6500 shillings.
First captain ; 750 Danegald, 7500 shillings
Lord Commander ; 850 Danegald, 8500 shillings
Annual income King: Based on Land
Jarl/ earldoman : Based on land
Eorl/ Junior Earl: Based on land
Swornman/ Huskarl : 8000
Thegn/ Thane : 5000
Frydman: 1000
Merchant: 1500
Merchant Guildsman: 2000
Senior Guildsman: 2500
Guildmaster : 4000
Mercenary: 1500
mercenary captain: 2000
First Captain: 2500
Lord Commander : 4000
Land incomes & Levies Cornwall
Spoiler Alert, click show to read:
Regions: Cornwall
unpopulated region levy : 2500
Tintangel; fortess levy : 5000
Rich Mining center income: 2000 Danegald/ 20,000 Shillings.
Sea Trade : 500 Danegald/ 5000 shillings
Wessex:
Spoiler Alert, click show to read:
Devon:
Populated region:
10,000 levy
Minor city:
2000 levy
Prosperous region: 1500 Danegald/15,000 Shillings
Sea Trade income: 250 Danegald/ 2500 shillings
Somerset
Populated region:
10,000 levy
Minor city: 2000 levy
Average region - 1000 Danegald/ 10,000 shillings.
Sea Trade income: 250 Danegald/ 2500 shillings
Dorset
Averagely populated region: 5000 levy
Minor city: 2000 levy
Average region- 1000 Danegald/ 10000 shillings
Sea Trade income: 250 Danegald/ 2500 shillings
Wintancaester
Capital/ Fortress levy: 5000
heavily populated region levy: 14,000
Very prosperous region : 1800 Danegald/ 18,000 shillings
Sea trade: 500 Danegald / 5000 shillings
Wiltcaester
Populated region levy: 10,000
Average city levy: 3000
Prosperous region: 1400 Danegald / 14,000 shillings
Middleseaxe
Populated region Levy: 10,000
Large City levy: 4000
Prosperous region: 1400 Danegald/14,000 shillings
Sea Trade: 500 Danegald /5000 shillings.
Gleawcaester
Populated region levy: 10,000
Average city levy: 3000
Prosperous region: 1400 Danegald / 14,000 shillings
Surrey:
populated region levy: 10,000
Average city levy: 3000
Average region: 1000 Danegald/ 10,000 shillings
Sussex:
populated region levy: 10,000
Average city levy: 3000
Average region: 1000 Danegald/ 10,000 shillings
Sea trade: 250 Danegald/2,500 shillings
Mercia;
Spoiler Alert, click show to read:
Oxford
Populated region levy: 10,000
Average city levy: 3000
Prosperous region: 1400 Danegald / 14,000 shillings
Bedford
Populated region levy: 10,000
Large city levy: 4000
Prosperous region: 1400 Danegald/ 14,000 shillings
Northampton
Average region levy: 5000
Small city levy: 2000
poor region: 800 Danegald/ 8000 shillings
Warwick:
Average region levy: 5000
Average city levy: 3000
Average region: 1000 Danegald/10,000 shillings
Worcester:
Average region levy: 5000
Average city levy: 3000
Average region: 1000 Danegald/10,000 shillings
Derby :
Populated region levy: 10,000
Large city levy: 4000
Prosperous region: 1400 Danegald/ 14,000 shillings.
Leicester :
Populated region levy: 10,000
Average city levy: 2000
Prosperous region: 1400 Danegald/ 14,000 shillings
Chester;
Average region levy: 5000
Small city levy: 2000
poor region: 800 Danegald/ 8000 shillings
Lincoln:
Populated region levy: 10,000
Large city levy: 4000
Prosperous region: 1400 Danegald/ 14,000 shillings
Tamworth
Capital/ Fortress levy: 5000
heavily populated region levy: 14,000
Very prosperous region : 1800 Danegald/ 18,000 shillings
Hereford;
Populated region levy: 10,000
Large city levy: 4000
Prosperous region: 1400 Danegald/ 14,000 shillings
Northumbria
Spoiler Alert, click show to read:
Eoferwic ( York )
Capital/ Fortress levy: 5000
heavily populated region levy: 14,000
Very prosperous region : 1800 Danegald/ 18,000 shillings
Sea trade: 500 Danegald / 5000 shillings
Lancaster
Average region levy: 5000
Average city levy: 3000
Average region: 1000 Danegald/10,000 shillings
Westmorland
Populated region levy: 10,000
Large city levy: 4000
Prosperous region: 1400 Danegald/ 14,000 shillings
Sea trade income: 250 Danegald/ 2500 shillings
Cumberland
Averagely populated region: 5000 levy
Minor city: 2000 levy
Average region- 1000 Danegald/ 10000 shillings
Sea Trade income: 250 Danegald/ 2500 shillings
Bebbanburg ( Northumberland)
Populated region levy: 10,000
Large city levy: 4000
Prosperous region: 1400 Danegald/ 14,000 shillings
Sea Trade income: 250 Danegald/ 2500 shillings
Dunbar
Averagely populated region: 5000 levy
Minor city: 2000 levy
Average region- 1000 Danegald/ 10000 shillings
Sea Trade income: 250 Danegald/ 2500 shillings
Lothian
Populated region levy: 10,000
Large city levy: 4000
Prosperous region: 1400 Danegald/ 14,000 shillings
Sea Trade income: 250 Danegald/ 2500 shillings
East Anglia
Spoiler Alert, click show to read:
Sulffolk
Populated region levy: 10,000
Large city levy: 4000
Prosperous region: 1400 Danegald/ 14,000 shillings
Sea Trade income: 250 Danegald/ 2500 shillings
Essex
Averagely populated region: 5000 levy
Minor city: 2000 levy
Average region- 1000 Danegald/ 10000 shillings
Sea Trade income: 250 Danegald/ 2500 shillings
Norfolk
Capital/ Fortress levy: 5000
heavily populated region levy: 14,000
Very prosperous region : 1800 Danegald/ 18,000 shillings
Sea trade: 500 Danegald / 5000 shillings
Dal Riata
Spoiler Alert, click show to read:
Argyll
Average region levy: 5000
Capital/ fortress levy: 5000
Sea trade: 500 Danegald/ 5000 shillings
Average region : 1000 Danegald/ 10,000 shillings
Innse Gall
Unpopulated region levy: 2500
Minor city levy: 2000
Sea trade: 500 Danegald/ 5000 shillings
Poor region: 800 Danegald / 8000 shillings
Isles of Man
Unpopulated region levy: 2500
Minor city levy: 2000
Sea trade: 500 Danegald/ 5000 shillings
Poor region: 800 Danegald / 8000 shillings
Strathclyde
Spoiler Alert, click show to read:
Strathearn
populated region Levy: 10,000
Capital/ fortress levy: 5000
Average region : 1000 Danegald/ 10,000 shillings
Clydesdale
Average region levy: 5000
Average city Levy: 3000
Average region : 1000 Danegald/ 10,000 shillings
Carrick
Average region levy: 5000
Average city levy: 3000
Sea trade: 250 Danegald/ 2500 shillings
Average region : 1000 Danegald/ 10,000 shillings
Galloway
Average region levy: 5000
small city levy: 2000
Sea trade: 250 Danegald/ 2500 shillings
poor region: 800 Danegald/8000 shillings
Teviotdale
Prosperous region levy: 10,000
Average city levy: 3000
Prosperous region: 1400 Danegald/ 14,000 shillings
Pictland
Spoiler Alert, click show to read:
Caithness
Average region levy: 5000
Average city levy: 3000
Sea trade: 250 Danegald/ 2500 shillings
Average region : 1000 Danegald/ 10,000 shillings
Ross
prosperous region levy: 10,000
Average city levy: 3000
Sea trade: 250 Danegald/ 2500 shillings
prosperous region : 1400 Danegald/ 14,000 shillings.
Moray
Prosperous region levy: 10,000
Average city levy: 3000
Prosperous region: 1400 Danegald/ 14,000 shillings
Buchan
Average region levy: 5000
small city levy: 2000
Sea trade: 250 Danegald/ 2500 shillings
poor region: 800 Danegald/8000 shillings
Atholl
Average region levy: 5000
small city levy: 2000
poor region: 800 Danegald/8000 shillings
Gowrie
Capital/ Fortress levy: 5000
heavily populated region levy: 14,000
Very prosperous region : 1800 Danegald/ 18,000 shillings
Sea trade: 500 Danegald / 5000 shillings
Fife
Average region levy: 5000
Small city levy: 2000
poor region: 800 Danegald/ 8000 shillings
Sea trade: 250 Danegald/ 2500 shillings.
Orkney
Spoiler Alert, click show to read:
Orkney
Average region levy: 5000
Capital/ fortress levy: 5000
Sea trade: 500 Danegald/ 5000 shillings
Average region : 1000 Danegald/ 10,000 shillings
Shetland
Unpopulated region levy: 2500
Minor city levy: 2000
Sea trade: 500 Danegald/ 5000 shillings
Poor region: 800 Danegald / 8000 shillings
Faeryar
Unpopulated region levy: 2500
Minor city levy: 2000
Sea trade: 500 Danegald/ 5000 shillings
Poor region: 800 Danegald / 8000 shillings
Wales
Spoiler Alert, click show to read:
Gwynedd
Capital/ Fortress levy: 5000
heavily populated region levy: 14,000
Very prosperous region : 1800 Danegald/ 18,000 shillings
Sea trade: 500 Danegald / 5000 shillings
Powys
prosperous region levy: 10,000
Average city levy: 3000
Sea trade: 250 Danegald/ 2500 shillings
prosperous region : 1400 Danegald/ 14,000 shillings.
Builth
Unpopulated region levy: 2500
Minor city levy: 2000
Poor region: 800 Danegald / 8000 shillings
Seisyllwyg
Average region levy: 5000
Small city levy: 2000
poor region: 800 Danegald/ 8000 shillings
Sea trade: 250 Danegald/ 2500 shillings.
Dyfed
Average region levy: 5000
Small city levy: 2000
poor region: 800 Danegald/ 8000 shillings
Sea trade: 250 Danegald/ 2500 shillings.
Brycheiniog
Unpopulated region levy: 2500
Minor city levy: 2000
Poor region: 800 Danegald / 8000 shillings
Gwent
prosperous region levy: 10,000
Average city levy: 3000
Sea trade: 250 Danegald/ 2500 shillings
prosperous region : 1400 Danegald/ 14,000 shillings.
Fleet levies Ships are primarily for transportation and naval battles, so as such they are not used in civil wars as the countries of Nland are all connected by land.
Wessex: 100 warships
Mercia: 80 Warships
Northumbria : 120 Warships
East Anglia : 59 warships
Strathclyde: 70 warships
Dal Riata: 140 Warships
Orkney: 170 warships.
Pictland: 40 warships.
Viking raiders and foreigners always get dice * 20 warships. Viking longboats get a +1 in naval rolls, this effects Orkney and the other scandinavians as well. When foreign countries from Scandinavia invade, they have this amount of warships:
Hordland: 259 Warships
Vestfold: 240 Warships
Denmark: 260 warships
Clergy Members of the Clergy were important in Anglo- Saxon times, they were men of work and prayer, and would spend most of their time copying up texts. However, Monks and Abbots can denounce anyone they see fit to denounce, and they often serve as advisors for the king. Because there are no bishops or archbishops though, the Clergy holds no real power.
Promotion Pay
Apprentice : 300 Danegald/ 3000 shillings
Monk: 350 Danegald/ 3500 Shillings
Abbot: 450 danegald/ 4500 Shillings
Income:
Apprentice: 150 Danegald/1500 shillings
Monk: 250 Danegald/ 2500 shillings
Abbot: 350 danegald/ 3500 shillings
Denouncement rolls are made to see if the denouncement is succesful or not, if it is succesfull, the person who has been denounced must plead for their sins before being declared an outlaw. they have one IG year (one week) to do this.
Frydman professions The freedmen professions are professions only available to those who hold no other rank. All freedmen earn the base 1000 shillings for being a freedman, and then any income from their profession on top of that.
Sell Swords
Establishing a Mercenary Guild
Any player who is a freedman may choose to establish a Mercenary Guild - however they must have 5000 shillings to do so. If they do, simply create a post in 'Realm of the Kings' subforum, then deduct the money from their accounts. Note that your character is only entitled the rank of 'mercenary' after the guild is set up, so you may not use the promotion money associated with that rank to set the guild up.
Basic Guild
A basic sellsword guild entitles the owner to a retinue of 50 men, and the option of recruiting up to 500 men. This limit may only be increased by purchasing upgrades to the guild.
Guild Upgrades
A guild owner may upgrade the size of his guild, the size only limited by his purse and his current rank. Each new rank affords the player more upgrades. This means that:
Novice Sellswords are allowed the basic guild and the first three upgrades.
The sellsword captains can buy up to one less upgrade than the the second in command.
Sellswords are allowed the basic guild, the first three upgrades at 5000 - 10000 - 15000 each, then three more upgrades at 20,000 each.
The second in command may buy as many upgrades BAR ONE as the lord commander. So the lord commander buys 5 - second in command can buy 4.
Each upgrade allows the Sellsword to command a further 1000 men (ie five upgrades allows command of 5500 men)
Hiring men as a Sellsword
Sellswords, having inside knowledge of the trade, are able to higher mercenaries for a quarter of their price. This means that whilst Lords hire mercenaries at 2000 Shillings per 1000 men, Guild owners may purchase at 500 shillings per 1000 men. In addition, they pay less upkeep for their men, at just 50 shillings per 1000 men. This significant advantage allows Sellsword captains to solicit their mercanaries to Lords at a lower price than what they would pay, making their profit in the difference.
Profession Perks
Aside from cheaper men, Sellswords above the rank of novice get a +2 bonus in battle.
Merchants
An alternate option for the less bloodthirsty of the freedmen is to become a Merchant - fighting your battles in gold and words, not with blade and horse.
Becoming a Merchant
The entrance to becoming a merchant is relatively easy - all you have to do is to purchase your first client. No guild is needed, however your rank stays 'Freedman'. Without a guild, you may have up to ten clients before you must purchase a guild house to continue growth.
The Guild House
As your guildhouse grows, so does your merchantly rank. There are four levels of guild, with cumulative benefits.
Merchants Guild Office - Affords the rank of Merchant, and allows the purchase of a further 10 clients - 5000 shillings
Merchants Guildhouse - Affords the rank of Merchant Guildsman, allows the purchase of a further 10 clients and 1 merchant fleet* - 10,000 shillings
Regional Guild HQ - Affords the rank of Senior Merchant, allows the purchase of a further 20 clients and 2 merchant fleets - 15,000 shillings
capital HQ - Affords the rank of Merchant Guildmaster, and allows purchase of unlimited clients and merchant fleets* - 20,000 Shillings
*note Fleets may not be purchased until a wharf has been purchased.
Other Upgrades
Refer to shop thread
Alternate Money Making
There are two ways that a Merchant may make money other than automatically through his clients and fleets each year.
Money Lending
A Merchant may choose to lend money to Lords, Ladies, even the King, in return for repayments with interest. In this aspect, if they prove to have lower rates than other Establishments, they may find themselves quickly gaining money. All terms of lending and repayments are decided by the Merchant, as well as any punishment for failing to repay.
Hiring out the Merchant Fleet
In times of war, every ship counts, and an enterprising merchant may choose to hire out his merchant ships to a willing Lord in return for a price. In this case, the Merchant accepts the risk that his ships may be sunk, and that he loses any income from those ships for the duration that they are being hired.[/spoiler]
Fleet levies Ships are primarily for transportation and naval battles, so as such they are not used in civil wars as the countries of Nland are all connected by land.
Wessex: 100 warships
Mercia: 80 Warships
Northumbria : 120 Warships
East Anglia : 59 warships
Strathclyde: 70 warships
Dal Riata: 140 Warships
Orkney: 170 warships.
Pictland: 40 warships.
Viking raiders and foreigners always get dice * 20 warships. Viking longboats get a +1 in naval rolls, this effects Orkney and the other scandinavians as well. When foreign countries from Scandinavia invade, they have this amount of warships:
Hordland: 259 Warships
Vestfold: 240 Warships
Denmark: 260 warships
Campaigning Battles have a predominantly RP purpose as this not a strategy game, therefore in order to keep wars fluid and moving a simple battle system is in place which quickly determines the outcomes of battles providing the info required for fun RP of the battle. All battles take place in the battle sub forum.
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
The above are the base rolls, mods can add bonuses to rolls (+) for good RP, taking into account specific scouting RP's etc.
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.
- Setting Up Of A Battle
Simply post a new thread in the Battlegrounds sub forum with some lead up RP as to why your armies are there and who they are fighting against. Include a count of your troop numbers and update as others if any join in on the engagement. Remember that Medieval Armies often suffered if they gathered in too large numbers for any period of time. Once yourself and your opponent is ready, request a battle roll from the mods. Such requests can be in the battle thread.
- Moderator Assigned Battle Modifiers
In certain cases the moderators may feel that a slight modification is required to the rolls in order to reflect certain battlefield situations, these can be anything but typically include factors like fortifications, surprise etc. These modifications are applied to an army roll to enhance the outcome providing a bonus for one army and a negative for the opposing side. In setting up of your battle thread you can request these types of modifications, but they are solely up to moderators discretion and should not be viewed as a given. Also, Moderators are able to give out additional bonuses based upon RP and other factors as they feel fit.
- Battle Roll System
A battle occurs when two opposing generals, with any other characters, choose to engage by creating a thread in the Battlegrounds sub-forum. It shall take the following steps:
1) Both generals will choose to divide their army as follows, a centre, a left flank and a right flank. The General may assign one or more player characters to each section. It is assumed, but not necissarily enforced, that they command their troops in that section. The centre must have at least a third of the men, the other sections can be as large or small as wished.
2) When battle is fought, rolls will be made for the corresponding sections of the field, bearing in mind that one army's Right Flank is the opposing army's Left Flank.
a) A 20-sided die will be rolled for each army's Centre, Right and Left separately. Each number is multiplied by the number of friendly troops in that section and the results are compared. The lower total is the loser of that section and will suffer 50% casualties. The winner will suffer casualties equal to
(Loser's total/Winner's total) * 0.5.
b) Each Character in a section will add a bonus to their respective section's rolls:
Earld & Swornmen- +1
Jarls, Earldomen & Rebel Leaders - +2
Kings - +3
3) If an army wins two or more sections of the field, they are considered the winners of the battle. The losers of the battle must retreat to a friendly fortification or settlement, even if it is in a different region.
Example:
Lord A brings 5000 troops against Lord B who has 3000 and a second Lord. Each General allocates troops to the flanks and centre.
Lord A places 1,500 on the right, 1,500 on the left, and keeps 2,000 for the centre. Lord A leads the centre.
Bannerman B places 1,000 of his men in both flanks and the centre. His fellow Bannerman takes command on the right hand flank. While he leads from the left.
Thus the rolls are done (The higlighted colour is the random roll, that could change as its done on a D20)
Lord A
Left - 10 x 1,500 = 15,000
Centre - (14 +2 as he is a Lord = 16) x 2,000 = 32,000
Right - 3 x 1,500 = 15,000
jarl B
Left - (15 +2 as he leads the army = 17) x 1,000= 17,000
Centre - 6 x 1,000 = 6,000
Right - (19 + 1 as a Bannerman leads the flank = 20) x 1,000 = 20,000
Remembering that the right flank of one army faces the left of the other you get the following result.
Lord A - Jarl B
15,000 vs 20,000
32,000 vs 6,000
15,000 vs 17,000
Thus you can clearly see that whilst Lord A won the centre, both his flanks were turned. Bannnerman B therefore won the day.
- Casualties
Battles of the time almost never ended in total destruction of the losing side. Therefore we have the following system for casualties. To calculate the percentage of the winning side’s casualties we take the lowest battle score divided by the highest battle score giving the winners casualty percentage. To calculate the losers casualties percentage we do the opposite, taking the highest battle score divided by the lowest battle score.
Usually a 50% max limit is placed on the casulties either side can take. However at a moderators discretion this may be removed. Seiges are a common example.
Example:
Continuing from the battle example above, jarl B won the day therefore their casualties are as follows:
Left (Lord A's):
Winner earldoman B: (15,000/20,000)x0.5=0.375 or 37.5%. Therefore 1,000 men x 0.375=375 men were lost.
Loser Lord A: (20,000/15,000)x0.5=0.66 or 66%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men losts.
Centre:
Winner Lord A: (6,000/32,000)x0.5=0.094 or 9.4%. Therefore 2,000 men x 0.094=188 men were losts.
Loser Jarl B: (32,000/6,000)x0.5=2.66 or 266%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,000 men x 0.5=500 men losts.
Right (Lord A's):
Winner earl B: (15,000/17,000)x0.5=0.44 or 44%. Therefore 1,000 men x 0.44=440 men were losts.
Loser Lord A: (17,000/15,000)x0.5=0.56 or 56%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men were lost.
Overall:
Bannerman B won the day by winning two sections, he lost a total of 1315 men and has 1685 remaining.
Lord A was forced from the field by losing two sections, he lost a total of 1688 men and has 3312 remaining.
1- you always, no matter what have the men supplied by your counties (which is 50 per county you own, regardless of size. Own 6 counties, that is then 300 men)
2- after a battle, or whatever that causes your men to get hurt, a roll is done. This roll determines the rate of casualties to mortalities. They will be limited to 25% either side. (so off the final casualty result a min of 25% will be injured and live to fight another day, and a maximum of 75% can survive - thus some will always live, and always die, regardless of the roll result) A moderator will assign +5, or -5 to the roll result depending on the battle results (ie, if the enemy battle score is double yours, you death roll gets higher mortalities than would otherwise be)
3- the above point may be wavered in cases where the mods deem it suitable (ie sieges, even if some do survive, there is no way they will be able to regroup somewhere with you, they'd have all been captured by the attackers)
4- casualties are always injured for a week from the point the dice was rolled. So if the dice for that battle is rolled at 7pm on a Monday, at 7pm the week later they will be available to use again.
- Characters after Battle
The aftermath of battles were a confused state, therefore your character will be given a D20 roll by a mod to determine your individual outcome.
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.)
Battlefield Assasinations
In the event that the leader of an army is killed on the battlefield before the two hosts join battle and the battle is rolled, a negative roll modifier will be placed upon the target army. This represents the armies most competent and effective leader having being slain and the negative affect this would have on the armies morale.
King is assasinated -5 to the armies battle roll
jarl is assasinated -3 to the armies battle roll
earl is assasinated -2 to the armies battle roll
Huskarl is assasinated -1 to the armies battle roll
The roll is applied to the section (right/left flank and centre) that the assasinated character was leading.
- Pillage and Loot
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 Shillings, to be distributed by the King or Campaign leader at the end of campaign.
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 Shillings , to be distributed by the King or Campaign leader at the end of campaign.
Capital City: A very large and extensively fortified city, with an equally large Garrison (8+ fortifications) Capturing this settlement yields D20 x 10000 Shillings, to be distributed by the King or Campaign leader at the end of campaign.
Ruination: A sacked fortress of city will lose all of its defensive values to represent the absolute levelling of the city. These defensive fortifications will have to be 're-constructed' at a price of half the original value of the fortifications.
*Important Note: Besieged defenders of cities and castles may be subject to disease and starvation rolls. These rolls will be based on the RP situation and will attempt to reflect the situation realistically. Additionally, large armies (traditionally over 70k) and armies on ships will also trigger disease/starvation/desertion rolls.*
Subterfuge assassination
when you want to dispose of an enemy, you can try to assassinate him. the chances might differ a lot, though. It depends on who tries to kill, who the target is, possible items and the location.
ways to kill
Secret assassination
you let one of the mods (through pm) know who you want to kill, where, your traits affecting assassinations, and possible items you want to use. Chances are the following:
-In home threads
this can be in the target's home thread.
Nobles home thread. [6/20] chance of killing, [12/20] chance of escaping.
King's home thread. [3/20] chance of killing, [8/20] chance of escaping.
Freedman's home thread(This includes freedman professions). [9/20] chance of killing, [14/20] chance of escaping.
All clergy+Merchants home threads. [6/20] chance of killing, [10/20] chance of escaping.
Open assassination
this can be done in home threads, battlefields and more. High chances of killing, but no secrecy.
The King. [5/20] chance of killing, [10/20] chance of escaping.
Nobleman. [9/20] chance of killing, [13/20] chance of escaping.
Freedman. [12/20] chance of killing, [15/20] chance of escaping.
Clergy & Merchants. [9/20] chance of killing, [13/20] chance of escaping.
Secret open assassination
this can be done if you are confirmed alone with your target. This follows the same rules as the Open Assassination rules, but if you succeed, your identity will not be known as the killers'.
Hired Help
You can use retainers, or the Assassin's Guild if you do not want to risk your own hide. Retainers cannot use items, and are not very good assassins. They suffer -2 on each roll. if captured, they can be tortured. A D20 shall be rolled to see if the retainer releases your identity. chances are [15/20] he breaks.
Assassin's guild fledgeling. Costs 8000, and does not suffer penalties. can be tortured, [10/20] chance he breaks.
Assassin's guild full member. Costs 16000, has +2 on each roll. Can be tortured, [5/20] chance he breaks.
Guild Leader. Costs 40000, has +4 on each roll. Does not break.
Spies
Spies can be used to uncover secret plots, or gain info on the enemy and his numbers. This can be used to gain In-Character information which you would not have otherwise. The spying rules:
Spies must be hired before a thread is started, and can only spy on one thread at a time.
Chances for information
You can spy in places like:
-Target's home thread. [4/20] chance to gain information, but if you succeed you have the best information. [12/20] Chance to escape.
-Target's command tent. [7/20] chance to gain information, if you succeed you know most of the ins and outs of enemy plans. [14/20] chance to escape.
-Target's camp. [12/20] chance to get info, not very good/reliable intel. [17/20] chance to escape.
-Tavern. always succeeds, but the "Info" are unconfirmed rumors. not reliable.
Hired Help
You can use retainers, or the Spies' Guild if you do not want to risk your own hide. Retainers cannot use items, and are not very good assassins. They suffer -2 on each roll. if captured, they can be tortured. A D20 shall be rolled to see if the retainer releases your identity. chances are [15/20] he breaks.
Spies' guild apprentice. Costs 8000, and does not suffer penalties. can be tortured, [10/20] chance he breaks.
Spies' guild full member. Costs 16000, has +2 on each roll. Can be tortured, [5/20] chance he breaks.
Guild Leader. Costs 40000, has +4 on each roll. Does not break.
Duels Duels are used to kill your foes in honorable 1v1 combat. You start with 20 HP. D20's shall be rolled to inflict damage, and swords and shields, armor etc. shall put modifiers on the rolls. You will need to have posted you have those weapons on you, unless you are on a battlefield.
Example
John v Hank
John items: +4 axe, +2 armor. Hank items: +5 sword, +2 armor.
HP:20 v HP:20
10-1. Hank takes 9-2+4=11 damage.
HP:20 v HP:9
4-8. John takes 4-2+5=7 damage.
HP:13 v HP:9
17-3. Hank takes 14-2+4=16 damage.
HP:13 v HP:0
Hank loses. The winner can choose to kill or let live at his leisure.
Random events Every IG year, a D20 shall be rolled to see if any special events happen. 11/20 is a random event:
1: Cold Winter. Income of lands is reduced by half.
2: Viking invasion! A random coastal region, selected by rolling dice, shall be facing an army of 200*D20 men. This can be an enemy region.
3: nothing special has happened.
4: A women's year. Every child roll shall have +2 bonus.
5: Clean realm. No major diseases are seen this year. 20% more levies.
6: Nothing happens.
7: Unrest. 50% less levies.
8: Bountiful Harvest. Income from lands is 1.5 the normal.
9: nothing happens.
10: Crime Flood. Every treasury is reduced by 400.
11: Year of the fruit. Because of healthy food, odds of dying are reduced by 2.
12: Outlander attack. An NPC kingdom masses its armies and attacks the realm.
13: nothing happens.
14: Storms all around the year. If you go somewhere by sea, a D20 shall be rolled. 1-2 means you get killed.
15: Increased support for the crown. 20% more levies.
16: nothing happens.
17: Ore vein discovered. Weapons are 25% cheaper.
18: Droughts. -25% income from lands
19: nothing happens.
20: Civil revolt! An army of 100*20D angry peasants spawn in the Capital.
Shop -War Axe, One-handed axe, can be used with a shield or dual wielded. The true Huskarl's weapon.
+4 attack, 5000.
- Fine War Axe, Crafted by a good smith. +6, 8000.
- Hardened War Axe, A masterpiece. Expensive though. +8, 11000.
-Sword, One-handed. Slightly more expensive, but slightly better than War Axes. +5 attack, 6500.
-Refined Sword, Light and sharp. +7, 9000.
-Perfect Sword, Very deadly. Expensive. +9, 12000.
-Spear, Anti-cavalry's best friend. Light, cheap, and not very refined. +2 attack, +2 attack extra vs. horsed. 4500.
-Iron-tipped spear, strong spear. +4, +3 vs. horsed. 7500
-Sharpened-tip Spear, very good vs. cavalry. +6, +4 vs. horsed. 11000
-Bow and arrow, for ranged attacks. Standard range, low powered. +2 attack, 3500.
-Longbow, long ranged, powerful bow. +4 attack, 6000.
-Composite Bow, Nomad import. Powerful, but short range. Can be used mounted. +5 attack, 8000.
-Wooden Shield, standard model. +2 defense, 3000.
-Hide Shield, slightly stronger. +4 defense, 5500.
-Iron Shield, Sturdy. +6 defense, 8000.
-Leather Armor, light. +3 defense, 5000.
-Boiled leather armor, A step up. +6 defense, 10000
-Chain Mail, good vs. all kinds of weapons. +10 defense, 17000.
Interested players
Trot
Lucius Malfoy
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