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    Lucius Malfoy's Avatar Pure-Blood
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    Default Rules Thread

    Character Rules
    - A maximum of eight main characters (Characters that can hold land) may be allowed. Each player may have a maximum of 3 noble houses.
    - Only the highest ranking character within a family may collect income from their land.
    - Auxiliary characters are limitless
    - Characters may commit suicide or die of illness (at the player's discretion)
    - See death rolls below, under 'role-play rules'
    - Birth rolls have a chance birth rate. You may have 1 birth roll per year (either by wife or mistress).


    Additional Character Rules
    Birth rules
    [FIELDSET2=Birth Rolls]
    One per year for wife, an additional one if a mistress is stated
    d100 roll upon request.
    1-2, Mother and child die
    3-4, Child dies
    5-6, Mother dies, girl is born
    7-8, Mother dies, boy is born
    9-11, Birth complication: mother barren (child dies)
    12-15, Birth complication: mother barren (child lives)
    16-20, Birth complication: child is disabled (may only have 1 trait point every 10 years) (this may be RP'd however the player sees fit: withered limbs, mentally slow, dwarfism, whatever)
    21-59, A healthy girl is born
    60, A gifted girl is born (double trait points, +3 trait points when character comes of age at 14)
    61-99, A healthy boy is born
    100, A gifted boy is born (double trait points, +3 trait points when character comes of age at 14)

    Wards and Legal Guardians
    When a child beneath the age of 18 inherits any property, a legal guardian is usually declared (or else an authority such as the king will declare the child to be legally an adult). For the nobility, this is almost always the liege, and for English nobles, 9 times out of 10 that is the King.

    Thus, when an English noble inherits and is under the age of 18 (age of majority in this RPG), he or she should immediately be considered under the control of the royal court, specifically the king. This is called guardianship. From there the king may decide to give the wardship to someone else or to keep it for himself.

    The Warship entails and is expected to have:
    • Seeing to the education and raising of the ward and seeing to their well-being and upkeep of a lifestyle befitting their status.
    • The guardian has complete control over the ward's assets. This includes all of their income from any properties. However it is expected that the guardian will not embezzle this, and is expected to use it for the ward or his properties first and foremost. However, there's no legal power able to smack down on this other than the king, really.
    • The guardian has essentially complete legal control over the ward. This means in particular that they can choose who they marry to, and override and ignore any decisions the ward wishes to make. They do with their lands as they please, though a duke using this to steal lands from a rival may easily be prevented by the king or his court stepping in (such as a lord protector or high marshal).
    • Female wards especially will usually not be given legal control over themselves until 18.
    • Male wards may often be given their majority before 18, if an authority (such as the king) is willing to hand it to them, and a higher authority doesn't intervene.


    Wards will always live wherever their guardian lives or wherever the guardian chooses to have them live.

    For the further effects of wardship on female nobles, see Jure Uxoris below.

    Jure Uxoris
    Jure Uxoris is usually translated as "by right of his wife."
    In the case of the rpg, it refers to titles of nobility held by a man because his wife holds it suo jure ("in her own right"). Similarly, the husband of an heiress could become the legal possessor of her lands jure uxoris, "by right of [his] wife."

    90% of the time, female heiresses had little to no control over their inheritances, and whoever they were married to came to control their lands via jure uxoris. There is no explicit law saying that women cannot control their lands in their own right, but a player controlling an heiress should expect to have to go to great lengths to gain this independence.

    We will most often represent this difference usually as an extension of Wardships. When a women reaches the age of majority and is not already married, she can more easily seize her own right. However, before that age of majority (18), her guardian has complete control over who she marries and how, so the guardian can either stipulate that the heiress simply marries a groom (in which case the groom will probably take control) or can explicitly stipulate that the heiress rules in her own right after majority, protected by contract (unlikely, uncommon, but possible).

    Another route around this is gaining the right of independence is by gaining the backing of the king or another powerful authority without contest.

    Jure uxoris, otherwise, means that the husband can choose to absorb the wife's inheritance as essentially part of his own (so if his wife is countess of Derby by inheritance, he is the Earl of Derby jure uxoris). He can always choose to let her run her own properties, but is completely within his own power to simply manage her properties as his own.

    Marriage Dowries
    Dowries were expensive, and expected.

    Here are the standards, though you should haggle and debate around them when agreeing to a marriage. Not paying a dowry or equivalent is often a grave insult. If a lord has no sons, sometimes the dowry of his daughter will include her share of the inheritance of his lands, given over early.

    princess to prince = 100,000
    princess to duke = 80,000
    princess to earl = 70,000
    princess to baronial = 60,000
    ducal to ducal = 60,000
    ducal to earl = 50,000
    ducal to baronial = 40,000
    earl to earl = 50,000
    etc
    baronial to baronial = 30,000
    etc

    Remember these are not mandatory, but should be haggled around.

    When given, the dowry goes from the bride to the groom, unless the bride somehow has an estate of her own and it is held by her own right (see Jure Uxoris above), in which case she can treat the dowry as being her own money.

    Character Traits
    Trait Rules

    Traits
    Characters have the following free trait points:

    Age 10 -14: 4 points
    15 - 19: 5 points
    20 - 24: 6 points
    25 - 29: 7 points
    30 - 34: 8 points
    35 - 39: 9 points
    40 - 44: 10 points
    45 - 49 : 11 points
    50+: 12 points

    As you age you gain extra free points as you hit the above milestones. In addition, you may gain traits as rewards for RP.

    Characters may start with a maximum of 12 trait points, even if age 50 or older at the start. Characters may start with a maximum of +3 in any trait.

    Skills

    1. Military Traits

    - Battles. +1 to battle rolls per level. Gained when a character wins a battle where the enemy is not outnumbered by more than 1.2 to 1 and where total soldiers on both sides is more than 6,000 men. This applies per flank, but does not stack more than once per battle (eg a character cannot gain +2 for defeating an enemy flank and then the enemy reserve).

    - Naval Battles. +1 to battle rolls per level. Gained when a character wins a battle where the enemy is not outnumbered by more than 1.2 to 1 and where total ships on both sides is more than 60 vessels. This applies per flank, but does not stack more than once per battle (eg a character cannot gain +2 for defeating an enemy flank and then the enemy reserve).

    - Pillager. Improves loot gained from raids, see Raid Rules. Gained after every 3 raids.

    - Scout. +1 to detecting armies preparing to attack the force the character is in command of. This applies if the character is specifically in command of the scouts (in RP this can be confirmed with anything like 'Scouts', 'Outriders', 'Light Horse', 'Cavalry', anything that can easily be interpreted as being in charge of the scouts)

    - Pathfinder. -1 to enemy detection rolls made on an army your character is in command of. Governed by the same rules as 'Scout'. Gained for each force successfully ambushed. Raids do not count as successful ambushes.

    - Logistician. Armies this character is in overall command of move 5% faster. Calculate total marching time in hours and subtract x%. Gained on request on a per-campaign if Moderators feel the character's army's mobility has significantly contributed to a successful outcome.

    - Rearguard. -1 to your armies' rout casualty rolls. Applies only if the character is in command of the Reserve. Gained if the army the character is in retreats in good order (ie, the reserve wins their fight with the victorious enemy flank and no rout roll is made).

    2. Personal Traits

    - Survival. +1 to surviving death rolls and in Duel defensive rolls. Gained if the character loses a battlefield duel (eg no sparring, training, friendly, or tourney duels) but is not killed by his opponent or from surviving an assassination attempt.

    - Duel. +1 to unmounted Duel offensive rolls. Gained if victorious in a duel that occurs either during a serious battle situation (a real battle, not a practice fight, tournament melee, training etc.) or if the victor is the winner of a tournament melee. Can be gained under other conditions if mod approved (highly unlikely). Does not require the death of the other combatant.

    - Joust. +1 to Joust rolls, mounted duel offensive rolls and cavalry charges if this character leads it. Gained if the character comes first or second in a Jousting tourney, or if the character defeats another Player character in a mounted duel in a serious battle situation (an actuall battle, not practice duels, tourneys, training etc.)

    - Assassin. +1 to assassin rolls. Gained if the character assassinates another Player character.

    - Capture. +1 to capture rolls against another character. Gained if a player character is successfully taken prisoner by the character. Post-battle status rolls do not count.

    - Wealth. +5% to province income if you are a lordly character or +5% to asset income if you are a merchant character. Gained if the character uses their wealth to achieve something political (eg bribery, blackmail, buying someone's death) at Moderation discretion.

    - Charisma. +1 to any rolls to convince an AI character to do something. Gained if the AI character is convinced to switch loyalties from any one party to another. This must be a switching of political or military allegiance.

    3. Trait Limitation:

    - Assassination Trait is Limited to a maximum amount of +2 to prevent overly powerful assassins at the game's start.

    Roleplay Rules

    These are a few extra rules below that just promote fair game play or do not belong under any specific headings.

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

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

    Dice Rolls
    All chance rolls (i.e. a birth roll, or an assassination attempt) are based on a D20, and have been done so that regardless of modifiers a natural 1 will always succeed, whilst a natural 20 will always fail. Thus a roll of 15/20 will succeed on 1 - 15, and fail on a 16, 17, 18, 19 & 20. All vs rolls on the other hand (duels, jousts, etc) are based of the highest score wins. A + modifier always improves the roll odds, while a -Modifier always worsens the odds.

    Death and ageing:
    The medieval world is rife with disease and untimely death, with infant mortality and an early grave being common thanks to most serious diseases being nigh untreatable.
    A character ages at a rate of 1 year per in game week, and will, at some point, be subject to various death rolls. These can be divided into two categories: child death rolls (representing the high infant mortality rate) and adult death rolls (representing the low life expectancy of a typical adult)

    Child death rolls:
    Newly born children have a death roll every five years of their life, up until the age of 15. The chance of death begins at 5/20, gradually scaling down by 2 each time (so that the chance of death is 1/20 by the time the child is on her/his third roll). These rolls can be negated by survival traits, but there will always be a minimum 1/20 chance of death regardless of the survival stat.

    Adult death rolls & roll table:

    Adult death rolls take place at the age of 30 onward, once per year. Though the chance of death initially will be very small, this will of course increase with age. As always, the minimum chance of death is 1/20, regardless of any survival traits.

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


    When a character dies, you are expected to kill them off by the end of the in game year. You'll be allowed to clear up any existing situations and resolve them, but following that your character must be declared deceased as soon as possible.


    ---

    Heirs and inheritance:

    A very important tradition within medieval society would be the inheritance and passing on of family titles. Traditionally, the succession laws of Englands were based around agnatic primogeniture - male only succession, with the eldest child inheriting all land and property. However, this depended on the wording of the letters patent bestowed; usually, they detail something called a "remainder" which is basically determining the succession laws for the title. There are three kinds of succession specified within the remainder:


    • "Male heirs of the body" specifies that only males can inherit said title. When the Lord passes away, all his lands and titles shall pass on to his eldest son, and then failing that, his nearest male-line relative. If none exists, the title becomes extinct, and falls into a state of abeyance.
    • "Heirs of the body" specifies that both males and females can inherit, though male succession is preferential with all titles and lands succeeding upon the eldest son. If the lord leaves only daughters, then the inheritance shall be divided as equally as possible amongst the heiresses. Should the lord leave no children, then it passes on to the closest male then female relation, respectively.
    • "For life" simply denotes that the title is a life peerage only, and is therefore unable to be passed on via inheritance. Upon the holder's death, the title reverts to the crown.



    Important notes:
    These succession laws do not necessarily have to be followed, and can be abused, ignored and bypassed as seen fit for a player character's advantage. However, it is worth noting that there may be considerable consequences for your character should you do so, though this is entirely dependent on how other players react to such actions.
    Money can be divided as seen fit upon a character's death, so long as there is proper justification for doing so - attempting to use this as a loophole to transfer money between unconnected characters is strictly forbidden. If you are unsure as to what constitutes this, ask the moderators for more information.
    Main Character Slots
    Players are allowed up to four main character slots. Main characters are defined as characters with traits and income. All of them may be used on lordly characters, lordly characters being any character sharing the last name of a Lord. Only the head of the family may both hold land and receive income. Offspring may have titles, but cannot gain income. A player is limited to having a maximum of one noble family with unlimited auxes.

    OOC
    No use of OOC information whilst In Character. Any RP suspected of doing so will be deleted by moderators and the offending player contacted. In addition, if you have a problem with a player take it to a moderator, not the OOC thread or the other persons inbox. Any OOC fighting will be deleted and the offenders reprimanded.

    Nobility and Offices of England
    The Privy Council and Parliament
    The Privy Council and the English Parliament
    - The Privy Council consists of the Lord Chancellor, Lord Steward, Lord Marshal, and Admiral of the Fleet.- Any number of these titles can be granted to more than one person as long as both appointments do not conflict with each other. Ex: The Lord Chancellor may also be the Lord Privy Seal.
    - All appointments do not necessarily need to be made. Some may be left absentee if the need is not there for an appointed person to take up that vacancy.
    - Only the Lord Chancellor, the Lord Protector (if in regency) and the King may call the Privy Council to order.

    - Parliament can be called by the King at any time and dismissed too, yet to go around Parliament may result in consequences or none depending upon the King's reputation.
    - All players may participate at and during Parliament sessions (representing either the Upper (Nobility and Clergy) or Lower Chamber (Knights, Burghers and Merchants)).
    - All laws must be proposed by Council and passed by both Houses and the Sovereign. However, Kings may attempt to be an absolute monarch and ignore the role of Parliament, but at the risk of a dire penalty as a result.

    The King's Yeomen
    The King has a special guard of Yeomen that attend him personally. Known as the King's Yeomen, or the Yeomen of the Crown, this guard is consisted of 1,000 Chesire Longbowmen (10 units) that are free of upkeep. These royal yeomen serve as the King's bodyguard and ensure the security of his family as well as his royal person. No more than a unit (100 men) can be detached and deployed alongside the King whenever he leaves London for diplomatic or military matters.
    The Great Offices of the Privy Council

    Lord Chancellor: This office is significantly known as the Keeper of the Great Seal of the Realm, which is used to make laws and documents official that are passed by both Council and Parliament. Due to the frequent vacancy of the Lord High Steward, the Lord Chancellor is second in power to the King, known for keeping up with the daily progresses of the realm, whether the King is absent or present. The Lord Chancellor has a salary of 30,000 crowns.

    Lord High Steward: This office is one known for its frequent vacancy and temporary holders. Since 1422, the office of Lord High Steward has usually been vacant save for when a coronation or trial is needed to be done. At which, the King appoints a Lord High Steward either to oversee a trial or to be the bearer of St. Edward's Crown at a coronation. Usually this office is attached to the holder of Lord Chancellor. The Lord High Steward has a salary of 20,000 crowns.

    Lord High Treasurer: An immensely important office, this involved the managing of the royal accounts, as well as no small amount of influence at court. The Lord High Treasurer has a salary of 20,000 crowns.

    Earl High Marshal: This royal appointee is the commander of the Royal armies and realm's troops. In his capacity, the Lord Marshal serves as the top military commander of the realm (underneath the King's will) and serves as His Majesty's commander on the field if the King is absent. Traditionally, this office has been held by the Dukes of Norfolk. The Earl High Marshal has a salary of 20,000 crowns.

    Admiral of the Fleet: This officer of the Royal Council is commander of His Majesty's fleets and that of the realms. In his capacity, he is the commander of the royal fleets and oversees trade. Along with this appointment, the Admiral may also be appointed Captain of Calais, if necessary or if it is vacant. The Admiral of the Fleet has a salary of 20,000 crowns

    Lord High Constable:
    Originally the commander of the armies and the King's master of horse, the position of Lord High Constable is now more of a judicial nature, acting as a position of authority on legal matters. The Lord High Constable has a salary of 20,000 crowns.
    Other Great Offices and Honorary Titles of the Realm


    Knight of the Most Noble Order of the Garter: An order of chivalry, dedicated to Saint George and created during the reign of Edward III, is an order of twenty-four knighted individuals who are viewed as the most influential, powerful and trusted members of the realm. Along with these twenty-four members are the monarch, who is the Sovereign of the Garter, and the Prince of Wales. These Knight Companions are granted membership by the monarch alone and view this position as a very prestigious honor to be granted by the King.

    Lord Secretary of the State: A personal attendant of the King (or Queen) who serves as a personal adviser to the Crown. This is a mainly honorary title to one that the King can trust the most among his subjects. The Lord Secretary of the State has a salary of 10,000 crowns.

    Lord Great Chamberlain: The holder of this office is a close companion of the monarch, and is responsible for managing the household of the King at Westminster. This position is traditionally held by the De Vere family, the Earls of Oxford. The Lord Great Chamberlain has a salary of 10,000 crowns.

    Lord Privy Seal: An honorary title in the realm with no real function save holding the personal seal of the King. This is a great honor for any that is granted this title and displays a great deal of trust and friendship between the King and the royal appointee. The Lord Privy Seal has a salary of 20,000 crowns.

    Lord Lieutenant of Ireland: The appointed representative of England who serves as Lord of Dublin and the overall political as well as military authority within Ireland. This officer serves as the direct representative of the English Monarch and keeps the peace within English-occupied territories in Ireland. This position is largely limited as royal authority is strongest in the Pale, but not beyond it. The Lord Lieutenant of Ireland has a stipend of 20,000 crowns and gains ownership of Dublin, which will serve as his headquarters, for the duration of his tenure.

    Warden of the Scottish Marches: This is a rank appointed to whoever the English Monarch deems fit to command military forces in Northern England (specifically the Scottish Marches to ensure that a proper deterrence to raids and invasions from Scotland are properly prepared. In the case of war, the Warden commands the forces of the Scottish Marshes as the initial vanguard, whether its invading Scotland or defending Northern England. This office, though suited best for a nobleman of the Scottish Marches, can be granted to any noblemen or a member of the royal family. The Warden of the Scottish Marches has a stipend of 20,000 crowns and gains ownership of Carlisle Castle in Cumberland, which will serve as his headquarters, for the duration of his tenure.

    Lord Captain of Calais: A royally appointed office granted to whoever is deemed to watch over the important English port of Calais which is located on the European mainland. This office is of vital importance due to Calais's position between Spanish, French, Dutch and Scandinavian trade routes within the English Channel. It is an office of great military importance and adds prestige to whoever holds it. The Lord Captain of Calais has a stipend of 25,000 crowns and gains ownership of Calais, which will serve as his headquarters, for the duration of his tenure.

    Lord Chancellor of Wales: This office is granted to whoever the Prince of Wales (if not a minority) and English Monarch deem fit to rule over the Welsh and English Lords of Wales. This office serves as a judicial, political and, sometimes, military office in absence of the Prince of Wales (whenever the Prince is not present in Wales). The Lord Chancellor serves at Carnaerfon Castle as Steward for the Prince of Wales if present in the Welsh Marches. the Lord Chancellor of Wales has a stipend of 20,000 crowns and gains ownership of Caernarfon Castle, which will serve as his headquarters, for the duration of his tenure. The Lord Chancellor of Wales may still exist if the Prince of Wales is not in minority, but may not have ownership of Caernarfon Castle. This is decided by the directive of the Prince of Wales.

    Lord Protector of England: This office, of rare but valuable importance, is granted during a period of time in which the English Monarch is deemed either incapable to rule or is within a minority. This position can also be granted by the English Monarch if great age prevents him/her from performing daily ruling routines. This position lasts throughout the time of a Monarch's minority (till the age of 16 - 20) or until it is deemed, by the Privy Council or the Monarch, that a Lord Regent is not needed. In the case on being incapacitated by age or illness, the likely choice is that the Crown Prince be made Lord Protector in order to gain experience in governance. An alternative is a brother of the King. If the heir is too young or an uncle not capable to rule, the Privy Council will elect one of their own to be Lord Protector. This position is usually granted to a high ranked noble or a relative/member of the royal family. The Lord Protector of England has no special stipend.

    Special Rules for Clergy, Barons and Knights
    Clergy
    The clergymen are supposedly those in charge of praying for the salvation of our souls, however the clergy has amassed immense riches and some wield power equal to dukes and counts, most often their ranks are filled by highborn and they rule like feudal lords over their domains. Hurting a priest or damaging his property are crimes, their morale authority is enormous and they enjoy great influence over the population. Offending or wronging a priest might end badly as he impose an excommunication if the crime is grievous enough and offends the Church; a punishment that seriously damages the authority of a Lord/King over his subjects and vassals. The Archbishop of Canterbury is the first peer, with the status of Primate of the Church, thus wield great power over the clergy of England as the most senior leader of the Church in England and English-controlled territory.

    Clergy Lords function as normal Lords, only they cannot marry or leave inheritance. Also they enjoy an income bonus (+10%), symbolizing the great riches of the Church. High ranking priests, like bishops, may grant loans, or boons, to the Crown and the Lords of the realm. Clergy characters may impose excommunication upon a character that has wronged or insulted them in-character. Witch Hunts may also be called upon freely and pursued by members of the clergy, under pretexts of heresy and witchcraft. Be aware that you may not excommunicate someone and declare that same person as a witch for double penalties. You will be granted the penalty of the excommunication in any case, if a penalty is necessary.

    Inquisitions, however, will require permission from the Pope or the Archbishop of Canterbury. They may freely disregard requests of this nature at their own discretion depending upon the circumstances that an inquisition is called for. Papal Bulls of this nature will rarely be granted unless the situation in question is severe and has ample evidence to prove the magnitude of this scenario.

    Incomes for Clergymen

    Archbishop (Canterbury and York): 40,000 Crowns
    Prince-Bishop (Durham): Income based off of land
    Bishop: 20,000 Crowns

    Building Rules for Clergymen
    Unless you are a Prince-Bishop (in this case, Durham), clergymen cannot purchase buildings, levy troops nor purchase troops. They may only build the Chapel building chain as an exception.

    PURCHASE OF RELICS:
    ->Relics are important objects of cult and worship, they act as beacons for the believers and cathedral/churches who hold important relics (Koln, Chartres) attract large masses of pilgrims, receiving a boost to their income. Clergy players might purchase relics for their churches, depending on its importance they would attract more pilgrims, thus increasing the players' income. However good relics aren't that easy to find, so you must invest some money in the search.
    Special Rules for Baron holders

    Baronies can either be the main title of a noble, or an additional titles held be other nobility, like Earls and Dukes. Barons could be very prosperous and influential, but also poor and destitute. This is represented by a three-tier system, with each individual barony granting a certain income and a certain amount of manpower. Since baronies are not tied to a specific region's wealth and population like earldoms and duchies, the level of the barony's power will be determined at its creation. Titles that already exist can be found in the Peerage of England list.

    Rich Barony:
    Income - 10,000 Crowns
    Crowns Militia - 700 men

    Prosperous Barony:
    Income - 7,500 Crowns
    Militia - 500 men

    Average Barony:
    Income - 5,000 Crowns
    Manpower - 200 men

    Baron holders are direct vassals of the monarch, who is the only authority of the land to create such titles. However, monarchs may transfer vassalage of these men to other Earls and Dukes. Nobility may request the granting of these titles to relatives and noted retainers as a means to reward them, which the Monarch may accept or not at a whim. Pre-existing baron, marquis and viscount titles may be granted to a member of the family with or without the approval of the monarch.
    Special Rule for Knights

    Since Knights do not have an income, these characters are granted permission to have a free set of armor (Chainmail Armour) and a weapon set (single handed weapon and shield) while will remain in their possession till they are elevated to a Peerage of England (starting with Baron).
    Once elevated, this free bonus is lost (similar to that of the Baron, Marquis and Viscount bonus).
    Last edited by Gandalfus; December 15, 2016 at 09:50 AM.
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  2. #2
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Rules Thread

    Income and Manpower
    Provincial Manpower
    Grand Militia - 2000 men
    Large Militia - 1,500 men
    Average Militia - 1000 men.
    Small Militia - 500 men

    Please Read Rules Below!
    Rules involving Manpower
    - Militia are comprised of 75% archers and 25% light footmen.
    - A roll (ranged 1 to 10) determines a percentage of the militia that can be raised from a given location.
    - Monarchs can only gain a max of 50% from additional titles beyond London. Other nobles are not affected by this.

    Provincial Income
    Rich Income - 50,000 Crowns
    Prosperous Income - 40,000 Crowns
    Average Income - 30,000 Crowns
    Poor Income - 20,000 Crowns

    Stipends for Certain Titles
    Special titles, such as Dublin and Calais, earn a stipend which is the salary of the officer for the duration of their tenure. Since these two titles are not noble titles and are only held by those who either hold the position of Lord Lieutenant of Ireland or Captain/Lieutenant of Calais. Due to these special conditions, an income will not be available.

    Stipend for Lordship of Dublin: 20,000 Crowns (Lord Lieutenant of Dublin title acquires this location)
    Stipend for the City of Calais: 25,000 Crowns (Captain/Lieutenant of Calais title acquires this location)

    Bonuses from these two titles can be added to the stipend income, such as Calais +15% income which will make the stipend, 28,750.
    These titles are not hereditary, but made by royal appointment, which is why they will have stipends instead of provincial incomes.

    Additional Titles Rule

    Usually Lords had more than a title, their demesnes enlarged by marriage and conquest (for example the Earl of Warwick is Earl of Salisbury as well), but to make it balanced, characters will only receive income from their main province, which acts as their seat (for example Warwick for the Earl of Warwick). Every additional lordship will still provide miiltias, but no income. If the lordship is granted to someone else the new holder will have both the militia and the income established in the classification of counties by tiers.

    For every title, beyond their primary, a noble holds, except the King, they will gain a fraction of the profit instead of the full income.


    The following incomes affect only secondary titles of nobles, not primary ones.
    Rich Income - 15,000 Crowns
    Prosperous Income - 10,000 Crowns
    Average Income - 7,500 Crowns
    Poor Income - 5,000 Crowns

    Baronies have their own additional income and manpower, found under "Special Rules for Clergy, Barons and Knights".

    Provincial Bonuses
    England:
    Middlesex:

    • Palace of Westminster: This palace has not just been the official meeting place of Parliament since 1295, but it is also currently the official royal residence of England's sovereigns. In essence, it is the center of government for the entire country. Whoever controls it has quite the head-start on being considered England's legitimate monarch, not to mention control over the Kingdom's central administrative apparatus and access to Parliament. They can recruit troops at 75% the usual cost (though they must still pay full upkeep) and further enjoy +2 Charisma & +2 Levy rolls and +5% income.
    • Westminster Abbey: This consecrated church is of special significance to the English Crown, as it is where England's Kings are traditionally crowned since Henry III (and long before him, Harold Godwinson and William the Conqueror) and, also since Henry III, where most monarchs are laid to eternal rest. The controller gets +1 to reaction rolls when dealing with AI English nobles, and characters may also seek refuge within the abbey for up to 1 in-game year; unless permitted by the religious authorities, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.
    • Tower of London: Built by the Conqueror on the northern bank of the Thames as a symbol of his power and a safe base of operations, the Tower of London is actually a castle complex shielded by two walls and a moat. The White Tower which gives the whole place its name can also (and famously did) serve as a prison for enemies of whoever happens to control London. In case London's outer defenses falter, the surviving defenders can fall back here to hold out for another half-year (3.5 days). Prisoners locked up here also suffer -4 to escape rolls.
    • The People of London: As England's capital and largest city, London is home to more affluent and educated families (chiefly merchants) than most other parts of the country. These people have an independent streak and are unlikely to just roll over for any would-be invader unless given sufficient reason to stand down; if they must, they'll bar the gates and man the city's walls themselves, as they have done to repel the Lancastrians after Wakefield & 2nd St Albans out of fear of Marguerite d'Anjou's notoriously pillage-happy army. d10*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than London's present controller and are confident that they won't sack the place upon victory.

    Kent:
    • Canterbury Cathedral: This radiant monument to God's glory is the oldest cathedral in England, originally founded in Anglo-Saxon times and then rebuilt & expanded further by the Normans and Plantagenets. It holds special significance in the Catholic Church in England, and its Archbishop is the most powerful representative of said Church in the country. +10% income, +2 Charisma, +2 levy and taxation rolls. Characters may also seek refuge within the Cathedral for up to 1 in-game year and, unless permitted by the Archbishop of Canterbury, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.
    • Dover Castle: The single largest castle in the country, Dover Castle can be considered the 'Key to England' due to its significance to the defense of the kingdom from continental threats. Besides the usual towers and walls expected of any castle, a feature unique to Dover Castle in particular is its underground forward-defense complex beyond the north gate, where the English successfully countered French attempts to tunnel under the walls during the invasion of Louis VII. +5 Siege rolls, -5 Raid rolls, and the castle's central keep is strong enough that a defender who loses its outer walls can hold out there for half a year more (3.5 days).
    • The People of Canterbury: Canterbury is a major charter city of England, and its large population is keenly aware of their rich history & religious significance to the Kingdom. They will defend the city with their lives should they be given reason to fear that the attacking army intends to loot its sacred treasures and their homes. d5*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Sussex:
    • The Cinque Ports: Since 1155, these five port towns have been specially designated via Royal Charter as bases for the English navy and mandated to supply the fleet with ships. In exchange, they were exempted from taxation, permitted to enforce their own tolls, granted a measure of local autonomy and allowed to claim lost goods in their waters (ex. from a shipwreck). The Lord Warden of the Cinque Ports - an official tasked with controlling these towns by the Crown - suffers a -10% income penalty, but gains access to a special naval squadron (will come up with it once there are naval rules).
    • Arundel Castle: Roger de Montgomery, a cousin of William the Conqueror and the first-ever Earl of Arundel, first built this castle in 1067. It began its transition to a stone fortress during the Anarchy, when the Empress Matilda needed a place to stay and stone apartments were built for her there in 1139. Since the FitzAlans took over the Earldom in the 13th century, it has served as their seat as well. Although not an especially formidable fortress, Arundel's masters were granted the right to host two fairs within the castle's walls in the time of Edward I: an attraction that obviously made them wealthy. +10% income, +3 Siege rolls, -3 Raid rolls.
    • The People of Chichester: Chichester is the only city in Sussex, and has a lengthy history reaching back to Roman times. Some of the oldest buildings in Britain, including the city walls, can be found here. Naturally, its people will fight to defend their proud history if menaced. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Yorkshire:
    • The Walls of York: York's walls, originally built by the Romans and successively rebuilt & improved by the Vikings and English of the 13th-14th centuries, are noted for being exceptionally formidable and completely enclose the city from external threats. Four main gatehouses or 'Bars' - Bootham Bar, Monk Bar, Walmgate Bar and Micklegate Bar - serve not just as fortified defensive positions during sieges, but also allows the city's master to extract tolls from those passing through it, which (on account of the city's status as a major economic powerhouse of northern England) translates to quite a few people indeed. +5 Siege rolls, -5 Raiding rolls, +5% income.
    • Cathedral of Saint Peter (York Minster): Though this imposing marvel of Gothic architecture is still under construction (till 1472), the Cathedral of Saint Peter is a place of active worship and prayer. The seat of the Archbishop of York and his Archdiocese of Yorkshire, this grand complex dominates the city of York with its tall towers and high roof. It began construction in 1230 and has experienced many delays, either due to funds, workers or parts of the facility collapsing. Despite these delays, the complex nears its completion and remains a marvel of Northern England as well as a testament to the authority and influence of the Archbishop of York. +10% income, +1 Charisma, +1 levy and taxation rolls.
    • Conisbrough Castle: This castle was once a royal residence of Harold Godwinson, the last Saxon King of England: in fact its very name is derived from what the Saxons called it, Cyningesburh or 'the king's fortress'. It gained its current form under William de Warenne, Earl of Surrey and close ally of William the Conqueror, and was held by his descendants before eventually reverting to the Crown in 1347 & being granted to Edmund of Langley, from whom the later Dukes of York inherited it. It's a strong fortress with a rounded keep and stone curtain walls overlooking its outer bailey, and if Yorkshire's holders lose the city for whatever reason, they can retreat here to hold out further. +2 Siege rolls & can hold out for 1/2 a year (3.5 days), can only be used if York falls to the enemy and the characters defending it succeed in their escape rolls.
    • The People of York: York is the largest city in northern England. Consequently, its large population is more capable of defending itself against threats than most other settlements in the north, and Yorkshiremen famously followed the direction of the city's Archbishops in battle several times throughout history; famously at the battles of the Standard (1138), Myton (1319) and Neville's Cross (1346). Though most of their feats were mounted against the Scots, the people of York are unlikely to object to resisting an English army that they fear will harm them just as badly as any Scotsman. d5*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Lancashire:
    • Lancaster Castle: This mighty castle has been part of the English Crown's demesne since 1164. It was strong enough to withstand Scottish sieges in 1322 and 1389, but that isn't the only thing it's famous for: the castle is also notorious as a secure prison, normally used by Lancashire's sheriff to detain petty criminals but now more than capable of safely containing the political enemies of its master. +3 Siege rolls; the castle's central keep is strong enough that a defender who loses its outer walls can hold out there for half a year more (3.5 days); and -3 to all escape rolls for anyone held prisoner here.
    • Liverpool Castle: King John licensed the 4th Earl of Derby to raise this castle up on a plateau to protect his new port of Liverpool. It's not a particularly durable fortress, nor is Liverpool a major settlement yet (its population at this time remains below 500), but it does its intended purpose - sheltering the truly important part of Liverpool, its port - well enough, as it turned back the Banastre Rebellion of 1315 within an hour. Besides the usual wall, the castle has a fortified gatehouse flanked by towers and three more towers at its corners, the last of which was built in 1442. If Lancaster Castle falls but the characters defending it escape, they can retreat here to hold out for another 2 days (quarter of a year) and have +2 to Siege rolls if the attackers choose to assault the castle instead. Lancashire's owner also has access to a special naval squadron docked at Liverpool in the shadow of this castle (will invent one when naval rules are up).
    • Pontefract Castle: Originally built in 1070 by the Norman De Lacy family, this castle - also known as Pomfret Castle at this time - passed into the hands of the House of Lancaster in 1311 (its first Lancastrian holder, 2nd Earl Thomas, was executed and buried there after a failed rebellion against Edward II) and became one of their favored residences afterwards. John of Gaunt, who received it after the death of Henry of Grosmont, spent large sums renovating it. More infamously, it is also a reminder of how the Lancastrians seized power in the first place: Richard II was murdered in its Gascogne Tower after his fall from power. If Lancaster Castle falls but the characters defending it escape, they can retreat here to hold out for another 2 days (quarter of a year) and have +3 to Siege rolls if the attackers choose to assault the castle instead.

    Gloucestershire:
    • Gloucester Cathedral: This cathedral is a fairly recent one: although construction started in the 1080s as an attempt by the Norman abbot Serlo to outshine the older Saint Oswald's Priory, it was completed only earlier this century. Nonetheless, it has become a popular pilgrimage site and features a canopied shrine to Edward II of England, who was killed not far from the city. +15% income, +1 Charisma, +1 levy and taxation rolls.
    • City of Gloucester: Gloucester itself is a large town of some importance thanks to its convenient location on the River Severn, with its burgesses enjoying trading privileges similar to those of London and Winchester, and was granted a charter by Henry II in 1155. When threatened, the townsfolk will surely arm themselves and fight in its defense. +1 trade route, d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Warwickshire:
    • Warwick Castle: This fortress was first founded by William the Conqueror in 1068, but was upgraded into a stone castle in the 12th century and has served as the stout residence of the various Earls of Warwick since 1088. The 11th Earl, Thomas de Beauchamp, further strengthened the castle between 1330 and '60, making it into one of the finest examples of medieval military architecture in England. +4 Siege rolls, -4 Raid rolls, and the castle's central keep is strong enough that a defender who loses its outer walls can hold out there for half a year more (3.5 days).

    Oxfordshire:
    • University of Oxford: The oldest university in England, this institution dates back to 1096 and truly ballooned in size & importance in 1167 when Henry II banned English students from studying at Paris, forcing them to attend this particular university instead. It has something of a rivalry with the University of Cambridge, which was founded by scholars fleeing a dispute with the Oxford townsfolk that had taken a turn for the worse in 1209. Characters start with 2 extra trait points when coming of age here, and the controller further enjoys a +2 charisma bonus at the cost of -1 levy and tax rolls. University-educated physicians further provide the controller with -2 death rolls and +2 birth rolls.
    • The People of Oxford: Oxford boomed to the point of securing a charter from Henry II in the 12th century, and besides the presence of its renowned University - the first in all of England - it's also known as the birthplace of Henry II's younger sons Richard I & John. Its scholars tend to be politically active, and so do the townsfolk whose opinions may or may not line up with theirs: it would be safe to assume that they won't just roll over for any invader unless they happen to agree with said attackers. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Cambridgeshire:
    • University of Cambridge: The second-oldest university in England, this institution dates back to 1209 when a number of Oxford scholars fled from the wrath of the townsfolk there and sought refuge in Cambridge instead. Ironically, despite their unfortunate histories together, the two universities banded together in 1334 to successfully petition King Edward to forbid the construction of other universities throughout England, effectively establishing a duopoly on higher education. Characters start with 2 extra trait points when coming of age here, and the controller further enjoys a +2 charisma bonus at the cost of -1 levy and tax rolls. University-educated physicians further provide the controller with -2 death rolls and +2 birth rolls.
    • The People of Cambridge: Cambridge first became a center of trade under Viking rule, and grew large enough to secure its own charter in the 12th century. Its people are not half as numerous as those of London or Canterbury, but they are no less brave and there's certainly enough of them to at least present a speed-bump to any would-be conqueror that knocks on the city's gates. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Chestershire:
    • The Walls of Chester: Chester's sturdy walls had their beginnings in the Roman fort of Deva Victrix, a castrum that was larger than Eburacum (the future York). Those early defenses were vastly expanded and reinforced by the Saxons and later the English, ensuring that Chester's residents would have little to fear from any foe that may come to dash themselves against their walls. +5 Siege rolls, -5 Raiding rolls.

    Lincolnshire:
    • Lincoln Cathedral: The tallest building in England and indeed the known world at this time, this magnificent house of God is also famed as a pilgrimage site for Saint Hugh of Lincoln (one of the kingdom's best known saints) and the burial site of the viscera of Eleanor of Castile, Edward I's beloved wife, whose funeral procession started in Lincoln. Naturally the Bishop of Lincoln can count himself one of the more powerful clerics in England. +10% income, +1 Charisma, +1 levy and taxation rolls. Characters may also seek refuge within the Cathedral for up to 1 in-game year and, unless permitted by the Bishop of Lincoln, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.
    • The People of Lincoln: Lincoln was devastated by Viking raids in Saxon times, but gradually recovered and boomed after the construction of Lincoln Cathedral and had become one of England's wealthiest towns by 1150 thanks to the cloth & wool trade. It began to decline at the dawn of the 15th century due to plague and flooding, but even so its remaining people will do their utmost to defend what they still have should an army come to their gates. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Nottinghamshire:

    • Nottingham Castle: Built with three baileys on a promontory near the River Trent appropriately titled 'Castle Rock', Nottingham Castle is a redoubt of strategic importance that has served as a royal residence and administrative center in the past, including under Edward III. It's also popularly known as the site of the final confrontation between the legendary outlaw Robin Hood and his archnemesis the Sheriff of Nottingham. +5 Siege rolls, -5 Raid rolls, and the castle's central keep is strong enough that a defender who loses its outer walls can hold out there for half a year more (3.5 days).

    ​Berkshire:

    • Windsor Castle: Originally built in the late 11th century, Windsor has since evolved from a simple motte-and-bailey castle into a strong stone fortress and a major royal residence. Famously, it was where King John holed up to shelter himself from rebellious barons prior to signing the Magna Carta. It is close to both the River Thames and Windsor Forest, a great hunting preserve of the Crown where royals can exercise and (or by) hunt God's creations. +4 Siege rolls, -4 Raid rolls and -1 death rolls.

    Cornwall, Devonshire:

    • Extensive Mining: Extreme southwestern England is known for its substantial mining industry, particularly of tin and copper. Zinc, arsenic and silver are also found in abundance in their mines. +10% income.

    Devonshire:

    • Tiverton Castle: Originally built in 1106 as a simple motte-and-bailey castle, Tiverton has since evolved into a stone fortress under the eyes of the De Courtenay family which has held it since 1299. As Tiverton is now a mightier castle than their old seat of Okehampton, the Earls of Devon have chosen to reside there since 1335. +3 Siege rolls, -3 Raid rolls, and the castle's central keep is strong enough that a defender who loses its outer walls can hold out there for half a year more (3.5 days).
    • The People of Plymouth: Plymouth has been a major trading port since Roman times and remained as such throughout the early Middle Ages, when it was still called Sutton. A charter granted by Henry VI officially changed its name to Plymouth only in 1440. The townsfolk have a history of taking up arms to defend themselves from hostile forces, famously against the French in 1340 and rather less successfully against Bretons in 1403. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Dorset:
    • Poole Harbor: Dorset is blessed with a large natural harbor by the town of Poole, which was made a Port of the Staple in 1433. Wide and shallow with a few islands, it makes for an excellent trading port, and Poole regularly hosts traders from as far as the Baltics & Italy. +10% income, extra trading route for the controller.
    • Corfe Castle: Originally built out of timber with only a little stone in a gap between chalk hills, Corfe was steadily renovated & rebuilt wholly in stone between the 12th to 13th centuries. In 1247, Henry III granted the right to host fairs and a market to the castle. Besides being a prominent symbol of royal might in Dorset, Corfe Castle is also known as a major supply depot for the English army, and was where Edmund Beaufort's forces were based prior to their advance to an eventual crushing victory at Wakefield in 1460. +3 Siege rolls, -3 Raid rolls, the castle can last for 3 more days than a normal castle due to its abundance of supplies, and if the outer defenses fall the defender can continue to hold out in the well-supplied keep for another year (one week).

    Hampshire:
    • Island City: Portsmouth is built on Portsea Island, making it England's only island city. Its natural defensibility was further enhanced with a series of fortifications by Kings who were keenly aware of its strategic value, including Portchester Castle (guarding the upper reaches of the city's harbor) and wooden towers built on opposite sides of the harbor. It further has a history of trade - though its citizens also enjoy significant mercantile privileges granted in the time of Richard the Lionheart, John Lackland & Edward III, including tax exemptions and a charter for a 15-day 'Free Market Fair'. +3 Siege rolls, -3 Raid rolls, +10% income.
    • The Royal Navy: Portsmouth has been a major naval base for centuries, and is home to much of the English Royal Navy. Many of the Navy's ships are constructed and repaired in its extensive facilities, and skilled & experienced sailors can often be found in its docks as well. +1 Naval Battles, access to a special naval squadron (will come up with one when the naval rules are finished).
    • The People of Southampton: Southampton is the largest city in Hampshire, dwarfing even Portsmouth and Winchester, and is known as a booming center of trade where French wine is imported in exchange for English wool & cloth. Though it was sacked by the French in 1338, Edward III rebuilt and fortified the city better than ever, and its residents are determined to never allow a repeat of the city's destruction to occur again even at the cost of their own lives. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.
    • Winchester Cathedral: Built starting in 1073 and consecrated twenty years later as a successor to the old Saxon cathedral, Winchester Cathedral strikes an imposing presence that befits a house of God built in the capital of Anglo-Saxon England. Furthering the cathedral's association with the Old English, Saint Swithun remains its patron to this day. In recent years, the cathedral became notorious as the base of Henry Beaufort, its cardinal-bishop until 1447 and granduncle to the current Duke of Somerset who is known best for three things: fathering a daughter while Bishop of Lincoln, leading a crusader army to defeat against the Hussite heretics at Tachov in 1427, and playing a role in the ouster and eventual arrest of Henry V's brother Humphrey of Gloucester. +5% income, +1 Charisma, +1 levy and taxation rolls, and characters may also seek refuge within the Cathedral for up to 1 in-game year; unless permitted by the local religious authorities, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.

    Staffordshire:
    • Royal Forests: Staffordshire is known for being home to two large royal forests, Kinver and Cannock. Besides being quality hunting reserves that a bored sovereign could spend hours in, these forests obviously obstruct enemy advances and are difficult for even experienced scouts to navigate. -2 to enemy's scouting rolls, -1 to the controller's death rolls.

    Northumberland:
    • Border Reivers: As the northernmost county in England, Northumberland forms the country's first line of defense against the Scots. It has also historically hosted numerous English raiders, called 'Border Reivers' much like their Scottish counterparts, who would harass Scottish border towns (whether in retaliation for Scottish raids or just because they felt like it) and cross blades with the Scottish reivers. In times of war, these men would surely be willing to offer their services at a premium to Northumberland's controller - why charge too much up front when you can ask your boss to let you pillage some land richer than the Scottish side of the Borders, after all? -5% discount on hiring mercenaries.
    • Alnwick Castle: Originally built in 1096 by Yves de Vescy, Alnwick Castle came into Percy possession in 1309 and has served as their residence ever since. It is a large and strong castle, which has only been taken by storm once in 1136 by the Scottish (technically it also fell to English royal forces in 1403, but its defenders surrendered instead of facing a bombardment & assault then). It's protected by the River Aln to the north, its baileys are divided by tall stone walls dotted with towers and it also has one of the first non-square-shaped keeps in all of England, where the defenders can shelter if the outer walls are lost. +4 Siege rolls, -4 Raid rolls, and the castle's central keep is strong enough that a defender who loses its outer walls can hold out there for half a year more (3.5 days).
    • The People of Newcastle: Newcastle-upon-Tyne has served as the center of England's northern armies since Norman times, and people flocked to the safety of its walls until by 1175 it had gained its first charter courtesy of Henry II and by 1275, it had become England's sixth-largest wool exporting port. Its people successfully clamored for another charter in 1400, granting the growing city the right to have its own sheriff and have its administration separated from the larger county of Northumberland. They will surely fight hard to defend their equally hard-won rights. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Herefordshire:
    • Lollard Remnants: By the mid-15th century the Lollard heresy had been largely successfully repressed across the country, but pockets of Lollards continued to survive in secrecy. Herefordshire, as the cradle of John Oldcastle's ill-fated 1414 revolt against Henry V, is still home to one of the largest concentrations of these underground heretics. These communities don't have the power to seriously threaten the social order anymore, but they will surely remain a thorn in the side of Hereford's rulers for some time to come unless they are completely extinguished or (for whatever reason) embraced. -5% income, -1 levy rolls.
    • The People of Hereford: Hereford was founded in the late 7th century and rapidly boomed due to its strategic position between England and Wales, eventually becoming the capital of the Kingdom of Mercia. After joining Saxon England, it hosted the only royal mint west of the River Severn, and has enjoyed greater prominence than many other towns in western England ever since. Its people know this, and will not let any attacker forget it easily. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Somerset:
    • The Mendips: This range of limestone hills south of Bristol & Bath are known to host extensive cave systems. In case Somerset's current masters find it expedient to flee & fight another day, they could always attempt to escape through those winding caverns. +2 escape rolls.
    • Somerset Levels: Between the Mendips and the Blackdown Hills lies an expanse of wetlands, which has been progressively drained by monasteries & local peasants throughout the Middle Ages to make way for productive farmland. The area is now dotted by peasant villages and is some of the most productive pieces of real estate in all of western England. +5% income, +10% Militia size.

    Norfolk:
    • The Fens: Short for 'the Fenlands', this large forested marshland has long made settlement difficult even after a few (and at this point in time, usually unsuccessful) attempts to drain the marshes. Most of its residents are religious hermits looking to get away from the world and the occasional brigand. On the flipside, an attacking army would definitely have trouble navigating this area as well. -2 to scouting and raid rolls.
    • The People of Norwich: Built on the River Wensum near the capital of the Iceni tribe which famously resisted Roman rule under Queen Boudicca, Norwich grew rich off of the wool trade (supplied by the nearby sheepwalks) and became the second-largest city in 11th-century England after only London itself. It's also recognized as the pilgrimage site for Saint William of Norwich, a boy-martyr who was reportedly murdered by the Jews in 1144. The city may no longer be as prominent as it used to be, but it is still the capital of one of England's most populous counties and its people will not allow themselves to be ruled by hostile powers easily. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Wiltshire:
    • Salisbury Plain: This 'plain' is actually a sparsely-populated chalk plateau whose most famous attraction is Stonehenge, an ancient set of standing stones that dates back to pre-Roman times but which is currently popularly believed to have been built by Merlin thanks to Geoffrey of Monmouth's Historia Regum Britanniae. Nonetheless, several villages inhabited by tough folk and hill forts dating back to Roman and Saxon times do dot the landscape here. +1 to levy rolls.

    Salisbury:

    • Old Sarum: This hilltop settlement is the oldest part of Salisbury, dating back to Roman times. Although Old Sarum declined after its cathedral was moved to the lower plain (now Salisbury) in 1220 and few still call it home these days, its old walls and castle (abandoned by Edward II) still stand today, even if they have largely fallen into disrepair. If Salisbury's main defenses should fall, the defenders can hold out here for around a quarter of a year (2 days).

    Cumberland:
    • Inglewood Forest: This great forest between Carlisle & Penrith is one of the hunting haunts of the English Kings, who can always find a ready supply of deer and boar beneath its trees. According to Andrew of Wyntoun's 1420 account, it was also the true setting of the Robin Hood legend. -2 to scouting rolls.

    Isle of Wight (Hants):
    • The Solent: This is the strait that separates Wight from the rest of England, known for its complicated tidal patterns which allows deep-draught ships to be handled during a 'double high tide' period. Naturally, it's also a major shipping lane as well, feeding into the wealth of the island's major settlement: Selsey, formerly the capital of the Saxon Kings of Sussex. +5% income, +1 to naval battles for the defender in this area.

    Isle of Man:
    • Raiding History: Man has a history of being a favorite haunt of raiders, from the Irishmen of Ulster who conquered it from the native Britons to the Vikings who took it from the Saxon Kingdom of Northumbria which had seized it from said Irish. Between about 850 and 1275 it was ruled by the Norse, after which the Scots finally took it from them and in so doing put the ghost of the Viking Age in most of the British Isles to rest, and finally the English permanently took control of it following the Battle of Neville's Cross in 1346. The islanders are thus skilled traders and seafarers with little to fear from raiders. +5% income, +1 to naval battles.

    Buckinghamshire:
    • Chiltern Quarries: Southern Buckinghamshire is dominated by the Chiltern Hills, the highest of which are Coome & Haddington Hills. This area is also known for its resources, and so extensive quarrying operations have been undertaken to extract the chalk, clay, gravel, sand and flint here. Although not valuable in the same way as gold and gems, Buckinghamshire's resources are of obvious use in construction work. -10% Building costs.

    Essex:
    • Hedingham Castle: The best-preserved architectural relic of the Norman era, Hedingham Castle is a flat square keep built during the late 11th and early 12th centuries by the earliest De Veres. Though it still stands in good condition and its old pyramidal roof was replaced by a fourth floor in the 14th century, its design had already been rendered dreadfully obsolete by the 13th century when it fell in 1216 and again in 1217 after remarkably brief sieges, and it's not at all likely to stand well against 15th century besieging techniques. +2 to Siege rolls, -1 to Raid rolls and even if the external defenses should fall, the defenders can hold out here for around a quarter of a year (2 days).
    • The People of Colchester: The city of Colchester has enjoyed a royal charter since 1189, when it was granted by King Richard the Lionheart. Its reputation as a center of the wool & oyster trades and post-Black Death immigration has swollen its population, and its residents are unlikely to just sit idly by should hostile armies come up to their gates with cries for their heads or their allegiance. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Northamptonshire:
    • Fotheringhay Castle: Originally built by Simon de Senlis in 1100, Fotheringhay Castle has had many owners throughout history, from various Scottish princes to the Earls of Chester. It became a royal property since the 1220s until Edward III handed it to his fourth son Edmund of Langley, ancestor of the Dukes of York, shortly before his death in 1377. Langley extensively renovated the old and battered castle into a fortress worthy of a King's son, and it eventually became a favored residence of a certain later Duke of York - Richard of York, one of the original major actors of the Wars of the Roses, whose youngest son Richard was born within its walls. While it keeps its original motte-and-bailey layout, the castle's defenses now consist of a moat, a stone curtain wall with a fortified gatehouse, an inner ditch, inner ramparts built of stone, and a polygon-shaped keep on the raised motte at its heart. +5 Siege rolls, -5 Raid rolls, and if the outer walls were to fall the defenders can hold out in its keep for half a year (3.5 days).

    Leicestershire:
    • Greyfriars: One of the most notable priories in England, Greyfriars was established by some of the first Franciscans to arrive in the country before 1230, and got its name from the color of their habits (in contrast to the Dominican 'black friars' and Carmelite 'white friars'). Besides being a center of learning, medical treatment & spirituality like most other priories, Greyfriars is also infamous for its residents' tendency to meddle in politics: in 1402 a conspiracy to restore Richard II was discovered to have been centered within its walls. The controller enjoys a +1 Charisma bonus, while access to the priory's medical facilities & trained physicians grants a further -1 to death rolls & +1 to birth rolls.

    Rutland:
    • Belvoir Castle: First founded in 1067, this castle was a royal residence until it was granted to one Robert de Ros, ancestor of the Barons de Ros, in 1257: he was given a license to crenellate it 10 years later, making Belvoir into a fortress truly worthy of the awe & fear of any who would assail it. Besides providing a beautiful view (hence its name), the castle's high walls allow its defenders to rain missiles on any advancing opponent with impunity, and if things really go sour then they can withdraw to its inner keep to hold out even longer. +3 Siege rolls, -3 Raid rolls, and if the outer walls were to fall the defenders can hold out in its keep for half a year (3.5 days).

    Derbyshire:
    • Lead Mining: Derbyshire is famous for its history of extensive lead mining, which has been going on since at least Saxon times. The lead dug up here is then used for a variety of purposes, from sweetening wine (how could consuming lead possibly go wrong?) to building frames for the famous stained glass windows of cathedrals & even for the newfangled printing press' movable type. +5% income, -5% building costs.
    • Codnor Castle: Dating back to the 13th century, Codnor is a stout castle with a three-story keep, a strong curtain wall, round towers, a deep moat and a lower bailey built by one of its later occupants. While greater and more formidable fortresses do exist throughout the country, Codnor Castle would still make a worthy seat for whoever holds it. +3 Siege rolls, -3 Raid rolls, and if the outer walls were to fall the defenders can hold out in its keep for half a year (3.5 days).

    Worcestershire:
    • Malvern Chase: These forested hills are traditionally counted among the royal preserves of England. Besides being a high-quality hunting ground for bored royals, it also presents a good defensive position against any opponent, as they will have to navigate the woods and climb hills before reaching the surely better-rested defenders. -2 Scout rolls for an attacker, -1 Death rolls for the holder.
    • Worcester Priory: Originally founded in 680 by the Mercian bishop Bosel, Worcester Priory has been Benedictine since the 960s thanks to influence from Fleury Abbey on the continent. Like any other decent monastery, the Priory is a center of spirituality and medical practice, with gardens full of medical herbs that the more experienced monastic physicians can convert into herbal remedies for most ills. The controller enjoys a +1 Charisma bonus, while access to the priory's medical facilities & trained physicians grants a further -1 to death rolls & +1 to birth rolls.

    Shropshire:
    • Shrewsbury Castle: Built out of red sandstone on a hill overlooking one of the River Severn's bends, Shrewsbury Castle makes for an impressive seat of power for the Earls of Shrewsbury and a sharp warning to any Welsh raiders looking for easy pickings in past centuries. Shrewsbury's town walls extend from it, further insulating the entire settlement from outside attack. That said, it doesn't have the most successful history - King Stephen's forces succeeded in storming it during the Anarchy, and Llywelyn the Great also took it in 1215. +3 Siege rolls, -3 Raid rolls, and if the outer walls were to fall the defenders can hold out in its keep for half a year (3.5 days).
    • Offa's Dyke: These earthenworks mark England's traditional border with Wales. Any attacker from the west would have to first get past the frontal ditch before then attempting to scale the earthen hill, while being fired upon by the defenders all the while. +1 to battle rolls when defending against incursions from the west.
    • Welsh March: Shrewsbury was a part of the Welsh Marches, a set of fortified lands along the Anglo-Welsh border. The 'Marcher Lords' who called these territories home accordingly built up strong castles and maintained substantial forces to defend themselves against the Welsh...or take the fight to said Welshmen themselves. The controller has access to an extra 500-man upkeep-free retinue.
    • Ludlow Castle: One of the first stone castles to be constructed in England, this imposing fortress has stood on the Welsh border for centuries as a foreboding symbol of English power and authority. More recently, it was owned by the Mortimer Earls of March, before passing into the hands of the House of York. A favoured residence of Richard, Duke of York, this bastion of power has now become the seat of the Prince of Wales and thus the de facto capital of that country. +5 Siege rolls, and if the outer walls were to fall the defenders can hold out in its keep for half a year (3.5 days).

    Westmorland:
    • Appleby Castle: Built in the 12th century, Appleby Castle actually consists of two main buildings enclosed within its walls: a 24-m-tall square keep of stone known as Caesar's Tower, and a luxurious manor house that was only recently finished in 1454. It is not a particularly strong defensive position, as the manor house is obviously useless in battle and the keep's design hasn't been updated since its construction was finished, but its walls should still do well enough in repelling raiders and small armies. +2 Siege rolls, -2 Raid rolls and if the walls should fall, the defenders can hold out in its keep for around a quarter of a year (2 days).

    Durham:
    • Durham Cathedral: A fine example of Norman religious architecture, Durham Cathedral was first built in 1080 and completed in the 1170s. It is famed as the resting place of Saint Cuthbert of Lindisfarne, making it one of northern England's major pilgrimage sites. The Bishop of Durham, while technically subordinate to the Archbishop of York, can therefore consider himself a powerful cleric in his own right. +5% income, +1 Charisma, +1 levy and taxation rolls, and characters may also seek refuge within the Cathedral for up to 1 in-game year; unless permitted by the local religious authorities, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.
    • River Wear: Originating in the Pennines to the west, the River Wear flows past Durham itself and is a riverine route of trade whose natural flow can take goods down to the port of Sunderland on the eastern coast. +5% income, +1 trade route.

    Exeter:
    • Isca's Walls: Over a thousand years ago Exeter was a Romano-British town called Isca Dumnoniorum, and the seat of the petty-kings of Dumnonia. Much of its walls were preserved past the disintegration of Roman authority in Britain and later formed the core of the city's medieval defenses, including Rougemont Castle which was built into the northwestern section of the old walls. +4 Siege rolls, -4 Raid rolls.
    • Aqueducts: A complex system of aqueducts, some of which lies underground, supplies Exeter's citizens with fresh water from the nearby parish of Saint Sidwell's. If besieged, Exeter can hold out for an additional 3 days.
    • Exeter Cathedral: Since 1400, Exeter's residents can be proud of their fully finished cathedral. Though this particular house of God might pale before the glory of Canterbury or the nearly-complete York Minster, it is still an impressive sight in its own right and is a commanding seat for the Bishop of Exeter. +5% income, +1 Charisma, +1 levy and taxation rolls, and characters may also seek refuge within the Cathedral for up to 1 in-game year; unless permitted by the local religious authorities, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.
    • The People of Exeter: Exeter's people have a history of defying overlords they deemed tyrannical, going back to 1068 when the city mobilized in support of Gytha Thorkilsdottir (mother of Harold Godwinson and his brothers) and shut its gates to William the Conqueror; even after he forced their capitulation, he dared not raise taxes or impose any serious punishment on the townsfolk, nor was he able to arrest Thorkilsdottir. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Suffolk:
    • Ipswich Dock: Ipswich's waterfront has been actively used for trade since the 8th century, but more than that it's also an important base for the Royal Navy. In the 14th century, 300 ships carried Edward III and his army to France ahead of the Battle of Crecy alongside traders carrying great cargoes of wool to the markets of the Low Countries. +1 trade route, and access to a special naval squadron (will come up with one when the naval rules are up).
    • Bury St Edmunds: This particular town sprouted up around Bury St Edmunds Abbey, a Benedictine monastery where the remains of Saint Edmund (the last King of East Anglia, slain by the Vikings in 869) were laid to rest. As a center of pilgrimage, the abbey and town grew very rich, and the former's abbot rapidly became one of the most powerful men in the area: not only did later abbots secure the town's elevation to a borough in the High Middle Ages, but they even secured the right to hold two market fairs here. This was also where King John was forced to agree to a precursor of the Magna Carta in 1214. +10% to income and the controller enjoys a +1 Charisma bonus, while access to the abbey's medical facilities & trained physicians grants a further -1 to death rolls & +1 to birth rolls.
    • The People of Ipswich: Ipswich has been a charter city since 1200, though its origins lay in the Saxon period when it served as the main trading port of the Kingdom of East Anglia. Its strong bourgeoisie still extensively trades wool with the continent, to the extent that they were satirized by Geoffrey Chaucer in 1380. They may not be as numerous or as prominent as the merchants of London, but if pressed they'll still try to defend their home. d2*d1000 Militia (75% Militia Longbows, 25% Militia Footmen) will spawn when the city comes under attack unless its people happen to actually like the attacker more than its present controller and are confident that they won't sack the place upon victory.

    Surrey:
    • Heavily Forested: Surrey is one of the most heavily forested regions in all of England; it wasn't for nothing that the Saxons dubbed this area 'The Weald', which is to say, the woodland. -2 to scouting rolls.

    Bedfordshire:
    • River Great Ouse: One of the longest rivers in England, the appropriately-titled 'Great' Ouse flowing through Bedfordshire has long been important for drainage schemes in the area, as well as for commercial and transportation purposes. +5% income, +1 levy rolls.

    Hertfordshire:
    • Berkhamsted Castle: Built during the Norman Conquest to secure a route from London to the Midlands, Berkhamsted was a strong keep for its day, and its controller further enjoyed a deer hunting ground & vineyard established around its walls. Unfortunately its best days are well behind it now, as despite being renovated by Edward III and his son the Black Prince, it was since largely forgotten & has been allowed to fall into disrepair. +2 to Siege rolls, -2 to Raid rolls.
    • Quarries & Bricklayers: Besides being famous as the site of the first battle of the Wars of the Roses (and a much later Lancastrian victory), St Albans is also known for its sand and gravel quarries. Furthermore, much of the clay found around St Albans goes to the nearby bricklayers at Bovingdon. Thus, the master of Hertfordshire will have both a significant supply of building resources & many experienced builders at his disposal. -10% to building costs.


    Wales:
    Pembroke:
    • Pembroke Castle: The Welsh Marches are littered with the most formidable castles of the English, and Pembroke - originally a wooden fortress, rebuilt in stone by the famous William Marshal - is no exception. As it is built on a promontory and conveniently surrounded by the waters of Cleddau Estuary, an attacking force would have to storm its thickest walls and towers. Pembroke Castle also has a great round keep where the defenders can hold out even longer should the outer defenses fail for whatever reason. +6 Siege rolls, -6 Raid rolls, and the castle's central keep is strong enough that a defender who loses its outer walls can hold out there for half a year more (3.5 days).
    • Saint David's Cathedral: The most prominent cathedral in Wales, Saint David's was originally built in the 12th century and had attracted large numbers of pilgrims since 1123, when it received a Papal privilege. These days, it is effectively the spiritual center of Wales. +5% income, +2 Charisma, +1 levy and taxation rolls. Characters may also seek refuge within the Cathedral for up to 1 in-game year and, unless permitted by the local religious authorities, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.
    • Welsh March: In the past, the lands of eastern and southern Wales formed the front line of English expansion into Wales. The 'Marcher Lords' who called these territories home accordingly built up strong castles and maintained substantial forces to defend themselves against the Welsh...or take the fight to said Welshmen themselves. The controller has access to an extra 500-man upkeep-free retinue.

    Anglesey:
    • Beaumaris Castle: A fortress that can be best described as a perfect example of symmetrical concentric defense, Beaumaris boasts double walls with the outer ward directly overlooked by the inner ward and a fortified docks overlooked by yet another wall called the 'Gunners' Walk'. Unfortunately for whoever may hold it, the castle was never actually fully finished, although as it stands now it's already more than formidable enough to resist all but the most overwhelming and modern forces in a siege. +6 Siege rolls, -6 Raid rolls.

    Caernarfonshire:
    • Caernarfon Castle: As the administrative center of Gwynedd and the base of the Prince of Wales, Caernarfon Castle must by all rights be the greatest fortress in Wales - and its builders did not disappoint. Originally raised by the Hammer of the Scots, the castle wound up taking until 1330 to complete (sans a few extra internal fortifications) and cost more than two of the most impressive fortifications standing at the time, Dover Castle & Chateau Gaillard. It is also directly connected to the walls of Caernarfon itself. +7 Siege rolls, -7 Raid rolls, and the castle's central keep is strong enough that a defender who loses its outer walls can hold out there for half a year more (3.5 days).
    • The Walls of Caernarfon: The circuit of stone walls around Caernarfon was built by Edward I around the same time as the castle, and is further bolstered with eight towers and two gatehouses. After being overrun by Madog ap Llywelyn's Welsh rebels in the late 13th century they were built back up stronger than ever by Edward, and today present a formidable challenge to anyone who would dare to assail the town (nevermind the castle looming over it, which is also connected to these very walls). These walls increase Caernarfon's garrison capacity by 200%.

    Glamorgan, Brecknock, Monmouthshire, Radnor, Montgomeryshire, Denbigh, Flintshire, Powys:

    • Welsh Marches: In the past, the lands of eastern and southern Wales formed the front line of English expansion into Wales. The 'Marcher Lords' who called these territories home accordingly built up strong castles and maintained substantial forces to defend themselves against the Welsh...or take the fight to said Welshmen themselves. +2 Siege rolls, -2 Raid rolls, extra 500-man upkeep-free retinue.

    Carmarthenshire:

    • Court of Great Sessions: The highest criminal court in Wales has been traditionally held in Carmarthen since Edward I's days. Naturally, its holder commands a greater degree of fear and respect over their vassals, men who might well find that said master holds the power of life & death over them. +1 Charisma.
    • Staple Port: Carmarthen, the oldest surviving settlement in Wales to still be inhabited, is also Wales' only staple port and thus enjoys a flow of international goods (chiefly exotic foodstuffs and French wines, which are exchanged for Anglo-Welsh pelts, tin and wool) into & out of its docks. Its connection to continental trade routes didn't just bring it great prosperity, though - it also brought the Black Death to the bustling port town in the 14th century. +10% income.

    Cardigan:

    • Green Desert of Wales: Although not a literal desert, this is an extremely sparsely populated region covered in peat & acidic soil, where rain falls hard and often and where Welsh red kites can be found in its conifers. The desolation of this region means armies marching through it will find little, if anything, when foraging here. Any hostile army attacking or moving through Cardigan suffers 2% attrition for every 2 days they spend in the province.
    • Cambrian Mountains: The mountain ranges that Wales is famous for originate here. Naturally, they pose a significant natural obstruction to any army that would attack the province, perhaps even more-so than the Green Desert beneath their cliffs. +2 to battle rolls for the defender.

    Merioneth:

    • Dolgellau: Despite its humble origins as a serf village in the 12th century, Dolgellau has since grown to become an economic centre for western Wales and is especially important to the wool industry. Though this fact hardly helps mitigate certain negative stereotypes of Welshmen, those who would mock Dolgellau's shepherds and wool-spinners will find their laughter drying up quickly when they see just how much wealth that activity brings to Merioneth. +5% income.


    Ireland:
    Dublin:

    • Dublin Castle: Built in 1204 by King John, Dublin Castle now stands as an icon of English might on the Emerald Isle and is the official residence of the Lord-Lieutenant of Ireland, making it the Lordship's administrative center. It is shielded not only by great walls which are connected to the rest of Dublin's defenses, but also the River Poddle along two of its sides. +4 Siege rolls, -4 Raid rolls, +5% income.
    • Bastion of Englishness: As the capital of the Pale and indeed the whole Lordship of Ireland, Dublin is the beating heart of English power in Ireland. Many English (properly English at that, as their intermarriage with the native Gaels, use of Irish dress and language, and adoption of Gaelic Brehon Law were all forbidden under 1366's Statute of Kilkenny) settlers are concentrated here, and will mobilize to defend their homes from Irish or hostile English invaders as necessary. d5*d1000 Militia (75% Militia Footmen, 25% Militia Longbows) will spawn when the city comes under attack unless the attackers are English; its people happen to actually like them more than Dublin's present controller; and they are confident that said attackers won't sack the place upon victory.

    Kildare:
    • Church of the Oak: The church that gave Kildare its original Irish name (Cill Dara) is a church & monastic complex with 5th century origins: it was said to have been founded under an oak by Saint Bridget/Brigid, one of Ireland's patron saints. Almost needless to say, it is a site of great religious significance to the Irish people as well as the Hiberno-Normans who have steadily assimilated themselves into Gaelic culture. +5% income, +1 Charisma, +2 levy and taxation rolls. Characters may also seek refuge within the Cathedral for up to 1 in-game year and, unless permitted by the local religious authorities, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.

    Ormond:
    • Gaelic Scribes: The Butlers, like many Hiberno-Norman families, have steadily become assimilated into the Gaelic culture of their subjects. Earlier in the 15th century, the 4th Earl of Ormond had taken an Irish brehon into his service and generously sponsored the works of Gaelic scribes, culminating in their creation of the Book of the White Earl under his patronage. Besides compiling manuscripts, these scribes and brehons in Butler service would surely have helped their overlords administer their lands as well. +5% income, +1 to negotiation rolls with AI Irish lords.

    Wexford:
    • Wexford Harbor: This naval base located at the mouth of the River Slaney is conveniently situated at a junction of the Irish Sea, the Western Approaches and the Atlantic, and its sandbanks & narrow channels also make a naval attack ill-advised. The local shallow-draft cargo ships have little issue navigating the challenges of the bay to export fish, cloth, wool and hides, however. +5% income, extra trade route for the controller, +1 to naval battles for the defender in this area.
    • Viking History: Wexford was originally founded by the Vikings, who held it until they were finally brought down by a combined army of native Irish and Anglo-Normans invited by Diarmait Mac Murchada of Leinster (ironically, he wound up dooming Ireland to English influence in later centuries with this action). Their blood still runs in the veins of many of the locals, who are thus more predisposed to fight on foot like their ancestors did. Wexford's owner has a 5% discount on purchasing Livery & Maintenance infantry.

    Desmond:

    • Rock of Cashel: Also known as Saint Patrick's Rock, this complex was once the seat of the Kings of Munster before they donated it to the Church in 1101, and besides being a powerful defensive position it's also another site of religious significance to the Irish. It includes a strong round tower, a richly decorated chapel built by Cormac McCarthy in 1127, and an even more lavish cathedral built between 1235 and 1270. +3 to Siege rolls, -3 to Raid rolls, and characters may also seek refuge within the Cathedral for up to 1 in-game year; unless permitted by the local religious authorities, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.
    • The Golden Vale: Also known as the 'Golden Vein' and 'Machaire méith na Mumhan' in Gaelic, this stretch of top-notch pastureland covering parts of Tipperary, Cork and Limerick in Munster is the absolute best land in all of Ireland for dairy farming. The Galtee Mountains mark the western border of these green fields, while the Munster Blackwater cuts through the southern Vale. +5% income, +1 to levy rolls.

    Ulster:

    • Down Cathedral: Originally a church, this site was transformed into a proper cathedral starting in the time of Bishop (later Saint) Malachy, most famous for predicting that there would be only 112 more Popes before the Last Judgment. Despite being burned and razed by various invading armies (including that of the Scottish Bruces in the 1320s) or battered by quakes and other natural disasters, it was always rebuilt right back up, a true testament to the resilience of the Church and the Irish people. +5% income, +1 Charisma, +1 levy and taxation rolls, and characters may also seek refuge within the Cathedral for up to 1 in-game year; unless permitted by the local religious authorities, anyone who would do harm unto them on its consecrated ground will certainly have to face some consequences at the Church's hands.


    Mainland Europe:
    Calais:
    • Staple Port: Calais has been designated a staple port since 1363, mandating all merchants to display and sell their goods in its markets for 3 days before they are allowed to move on. Customs revenues from the tin, lead, cloth and (especially) wool trades that must pass through it amount to as much as a full third of the English Crown's revenues at times. +15% income.
    • Continental Arms: As England's primary remaining foothold on the European mainland, Calais is often in direct contact with the evolving arms and tactics of continental European warfare, and quality mercenaries are easier to reach here than on the Isles. -5% discount on the cost of recruiting mercenaries.


    Provinces (with Manpower and Income)
    England Proper
    London
    Middlesex (London)
    : Rich Income, Grand Militia

    South East England
    Kent: Rich Income, Grand Militia
    Surrey: Prosperous Income, Large Militia
    Sussex: Prosperous Income, Large Militia
    Hampshire: Prosperous Income, Large Militia
    Isle of Wight (Hants): Poor Income, Small Militia
    Oxfordshire: Prosperous Income, Average Militia
    Buckinghamshire: Prosperous Income, Average Militia
    Berkshire: Average Income, Average Militia

    South West England
    Dorset: Prosperous Income, Large Militia
    Devonshire: Prosperous Income, Large Militia
    Exeter: Prosperous Income, Large Militia
    Wiltshire: Average Income, Average Militia
    Salisbury: Prosperous Income, Grand Militia
    Cornwall: Rich Income, Large Militia
    Somersetshire: Rich Income, Large Militia
    Gloucestershire: Prosperous Income, Large Militia

    East of England
    Hertfordshire: Average Income, Average Militia
    Essex: Prosperous Income, Large Militia
    Suffolk: Prosperous Income, Large Militia
    Norfolk: Rich Income, Grand Militia
    Cambridgeshire: Prosperous Income, Average Militia
    Bedfordshire: Average Income, Average Militia
    Huntingdonshire: Average Income, Average Militia

    East Midlands
    Northamptonshire: Average Income, Average Militia
    Lincolnshire: Rich Income, Large Militia
    Leicestershire: Prosperous Income, Average Militia
    Rutland: Poor Income, Small Militia
    Derbyshire: Average Income, Average Militia
    Nottinghamshire: Average Income, Average Militia

    West Midlands

    Warwickshire: Rich Income, Grand Militia
    Worcestershire: Prosperous Income, Average Militia
    Herefordshire: Average Income, Large Militia
    Shropshire (Shrewsbury): Average Income, Average Militia
    Staffordshire: Average Income, Average Militia

    North West
    Chester (Chesire): Prosperous Income, Large Militia
    Lancastershire: Rich Income, Grand Militia
    Westmorland: Average Income, Average Militia
    Cumberland: Poor Income, Small Militia
    Isle of Mann: Poor Income, Small Militia

    North East
    Durham: Prosperous Income, Large Militia
    Northumberland: Average Income, Large Militia
    Yorkshire: Rich Income, Grand Militia
    Richmond: Average Income, Average Militia

    Northern France
    City of Calais: Stipend**, Grand Militia
    Principality of Wales
    Monmouthshire: Average Income, Average Militia
    Glamorganshire: Average Income, Average Militia
    Brecknock: Poor Income, Small Militia
    Carmarthenshire: Poor Income, Small Militia
    Pembroke: Average Income, Large Militia
    Cardigan: Average Income, Average Militia
    Radnor: Poor Income, Small Militia
    Powys (March): Prosperous Income, Average Militia
    Merioneth: Poor Income, Small Militia
    Caernarfonshire: Prosperous Income, Large Militia
    Anglesey: Poor Income, Small Militia
    Denbigh: Average Income, Average Militia
    Flintshire: Poor Income, Small Militia
    Lordship of Ireland
    Lordship of Dublin: Stipend**, Average Militia
    Earldom of Desmond: Average Income, Small Militia
    Earldom (Kingdm) of Leinster: Average Income, Small Militia
    Earldom of Waterford (Wexford): Average Income, Small Militia
    Earldom of Ormond: Poor Income, Average Militia
    Earldom of Kildare: Poor Income, Small Militia
    Earldom of Ulster: Poor Income, Average Militia
    Last edited by Jokern; November 25, 2016 at 10:57 AM.
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  3. #3
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Rules Thread

    Economic Features
    Lombards and Loans
    Lombards (Genoese, Milanese, Florentine…), they are the bankers of the realm; you might take a loan from them, but must repay it with interests. Maybe the effort of the war will demand you the use of these loaners, but be careful, they might demand a great price for their services. The King might menace them with banishment and expulsion; in turn the Lombards will offer him a sizable sum (subject to rolls). However asking for loans will be more expensive and difficult in the future.

    Sums loaned and interests:
    You may ask the Lombards a loan, the sum it's up to you. However you must be mindful of risks, the loans must be paid in time, if not Lombards will act against you, either invoking the King's Justice or plotting against the player (like funding other players). Usually Lombards might request a secret or information as a guarantee of the loan. Thus the Lombard bankers amass many secrets, secrets other players might access if they purchase the other players' debt.
    First the player must request the loan in a specific thread, depending on the sum, less likely that the player will be granted the loan. The interest depends also on a roll, higher the sum higher the chances of greater interest. Charisma influences the outcome of the rolls.

    Loanable sums:
    10,000 crowns (15/20)
    20,000 crowns (10/20)
    30,000 crowns (8/20)
    40,000 crowns (5/20)
    100,000 crowns (1/20)

    Interest:
    15 - 20 = 5%
    10 -15 = 10%
    5 -10 + 15%
    1 - 5 = 25%

    Taxation

    Nobility and the clergy cannot be taxed, unless exceptional contributions to the crown are requested, in the case of the Church it might grant boons and donations to the King if he requests so and has a good standing with it. Nobility are only demanded to put their hosts at the King’s commands, not necessarily having to contribute to the maintenance of the King’s income. Thus only commoners are taxed. As a result, the commoners tend to hate taxes that are sudden or overburdening due to their royal duties. At times, taxation can result in revolts, which is why taxes are a risky venture at times. Every time the tax is collected a roll will be conducted with the possibility of the eruption of a full-fledged rebellion in a province or even realm-wide. Lords might also collect taxes on their demesne, every taxation will be accompanied by a risk of rebellion (the worst outcome possible) and a malus on militia call rolls (increased with every increase in the collected taxes). Taxes might be raised from subordinates in increments of 2.5% of their province's base tax.

    Sums collected:
    20,000 crowns: 2/20 chance of sparking rebellion. -1 militia call rolls.
    30,000 crowns: 5/20 chance of sparking rebellion. -2 militia call rolls.
    40,000 crowns: 10/20 chance of sparking rebellion. -3 militia call rolls.
    50,000 crowns: 15/20 chance of sparking rebellion. -4 militia call rolls.
    60,000 crowns: 18/20 chance of sparking rebellion. -5 militia call rolls.

    Once rebellion has sparked a roll will be conducted to know the extension and power of the rebellion. Greater the extension, greater the rebels spawned. They will be led by a moderator.
    1/20: National uproar!: A full fledged rebellion has started in the countryside. Nobility will have the chance of quelling the rebellion against the King's tiranny or support the Crown against lofty commoners. If loyalist every lord will get a huge malus on both levy and income: -20% levy, -50% income.
    5/20: Provincial rebellion.
    10/20: County rebellion.
    15/20: Barony rebellion.
    Royal Taxation
    The King has a couple ways to gain taxation; by royal decree or the Parliament.1. Parliament: By using Parliament to approve of taxes, the King has a chance to gain more money.
    2. Royal Decree: By using Royal Decrees to approve of taxes, the King has a chance to gain quick money, but would be less than using Parliament approval.


    This mechanic can only be used once per week and only one method can be used.
    Using Parliament to levy taxes frequently could result to some severe consequences with Royal Decree being less, but still severe.


    Battle Rules
    Campaigning I (Scouting)

    - Scouting can only be requested if Light Cavalry is in the army.
    - You may only scout one province per 250 Light Cavalry in the army per 24 hours. If, for example, you have 499 Light Cavalry, you may only scout one province.

    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.
    Campaigning II (Land Units and Land Battles)

    Rolling a Battle


    Player Set-Up

    Players must post the layout of their army in the field of battle. This must be divided into three mandatory and one optional component. Mandatory sections are the Left Flank, Center, and Right Flank. These are the three sections that will engage the enemy army.

    The optional section is the Reserve, which can be used for a variety of functions. The reserve can have two orders: Intervene (in the left, center, right) or Cover Retreat.
    --- With Intervene, the Reserve will counter-attack an enemy victorious flank. Say your Left loses and your Reserve is ordered to Intervene, it will advance and form a new Left flank for you. Once committed to Intervention, the Reserve is used up.
    --- Cover Retreat. If you lose the battle, the Reserve will cover the retreat of your army.

    Rolling the Battle

    The Moderator wll roll with the following formula for each of the Left, Center and Right combats. Bear in mind that Player 1's Left will engage Player 2's Right, and vice versa.

    * * *
    [Score of Soldiers] * [d10 Roll] = Score. Repeat for both sides. Winner with the highest score.

    Winner dead: ( [Lower Score] / [Higher Score] ) * [Number of Soldiers]. Dead capped at 15% of [Lesser Force]

    Loser dead: ( [Higher Score] / [Lower Score] ) * [Number of Soldiers]. Dead capped at 25% of [Lesser Force]
    * * *

    The winner is the player that has two of three sections victorious. Remember the reserve capabilities above: if Player 1's left flank loses and his reserve intervenes, a new battle between Player 2's victorious right and Player 1's advancing Reserve will be rolled.

    The Aftermath of the Battle

    If you win the battle, an enemy rout happens. Depending on whether the enemy has an uncommitted reserve or not.

    If they do not have an uncommitted reserve:

    Roll d10*5% for routing enemy troop deaths. If the enemy army has 10,000 men when it routs and 8 is rolled, 8*5% = 40%, or 4,000 men killed in the rout.

    If they do have an uncommitted reserve:

    The strongest victorious enemy flank and the uncommitted reserve conduct a battle, the same as a standard flank battle. If the reserve loses, the rout roll is d10*2% rather than d10*5%, capping the routing dead at 20% of survivors rather than 50%. If the reserve wins, no rout roll is made, and the defeated army withdraws in good order.

    Players are of course allowed to order their flanks to not attack the enemy reserve if they win, ensuring the defeated foe withdraws in good order, if the victors are unwilling to risk a fight with the reserve.

    Thus you are presented with three options every battle:

    - Have no reserve, and rely on winning 2 of 3 engagements.
    - Have a reserve, order it to commit, and get a second chance on one of your defeated flanks, potentially snatching victory from defeat.
    - Have a reserve, order it to cover the retreat, and if you lose you gain either a reduced rout roll or no rout roll.

    Retreating from Battle

    - A defeated army will retreat to the nearest friendly High Lordship keep. This includes occupied Keeps. Once there it cannot move for 6 hours.
    - A defeated army is not permitted to inform other nearby friendly armies of its fate or location of their victorious foe until 6 hours have passed, whether or not they have reached a friendly keep. This is for balance and sportsmanship purposes.
    - A victorious army may not move for a period of 6 hours.

    - Either army can elect to retreat, even if their 6 hours aren't up, only if another enemy army shows up to fight them within that 6 hours. If they elect to retreat two main questions will be asked to base the success on:
    --- Is the retreating army at least as fast as the advancing army? If not, retreat isn't possible.
    --- Is the cavalry of the retreating army able to effectively screen the retreat? If the attacker so chooses, he can attempt to prevent the enemy from retreating by rolling a Light Cavalry vs Light Cavalry fight, and if his cavalry wins the enemy army will be unable to retreat. This will represent the skirmishing between the two light cavalry forces as one attempts to harass the other to slow down their retreat, with the defending light cavalry attempting to keep the attackers away from the main column so they don't have to break their column of march to defend against the harassment.


    Campaigning III (Surprise Attacks, Occupied Enemy Territory and Levy Replenishment Rules)


    Surprise Attacks

    If an army is laying siege they are vulnerable to surprise attacks by enemy forces in the local area. Base chance of successfully surprising a Siege is 16/20. Patrols of mounted or dismounted solviers may be put on Screening Duty by the besiegers, resulting in a -4 chance of surprise per 250 men. Thus, 1,000 Light Cavalry on screening will render surprise attacks impossible.

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

    Occupied Enemy Territory

    - Occupied provinces can be taxed when the castle is taken. If the defenders have a Castle building, the province can be taxed as long as the 'outer castle' is taken.

    - 10% of the province's base tax may be taxed per 500 men occupying the province. Remember garrison limits of castles: any soldiers occupying the territory above that limit are regarded as outside the castle. This means 5,000 men must be devoted to fully tax an occupied territory. Taxes go into the coffers of whichever character is in command of the occupying forces. Auxes will pay their 'main' boss, as they can't have incomes.

    Militia Replenishment

    Men of the militia that are killed replenish at a rate of 25% per year.

    Post-Battle wounded rolls

    For example, say A/B/C/D are fighting E/F/G. One character to each flank & one to the center, with D also being assigned to the right flank of Army 1 with C. A would then be matched against E, B VS. F, C VS. G, and D would have his fate rolled.

    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. (only if a character isn't engaged in a duel)

    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.


    Campaigning IV (Naval Units and Naval Battles)

    Naval Units
    Levy Ship
    Stats: Can transport 100 men
    Hiring cost: Available only through requisition rolls
    Upkeep: 50 per ship requisitioned

    Hulk
    Stats: +2 against Levy Ships, can transport 500 men per ship (can be equipped with cannons: -400 men per ship, +3 against any ship type)
    Hiring cost: 15,000
    Upkeep: 5,000

    Cog
    Stats: +3 against Levy Ships, +2 against Hulks (can be equipped with cannons: +3 against any ship type)
    Hiring cost: 30,000
    Upkeep: 10,000

    Carrack
    Stats: +4 against Levy Ships, +3 against Hulks, +2 against Cogs (can be equipped with cannons: +3 against any ship type)
    Hiring cost: 50,000
    Upkeep: 20,000

    Cannons and Requisition
    Hulks, Cogs and Carracks can be equipped with cannons. This will increase their upkeep, but also their battle power. Levy Ships cannot be equipped with cannons.

    Cannons
    +10,000 crowns to maintenance
    +3 against any ship type

    Levy Ships can only be gained through Requisition. Requisition will lead to a D50 roll which determines how many Levy Ships the player is able to get. Charisma traits and RP (e.g. promising payment) can give bonuses to the roll.

    Carracks, Cogs and Hulks are part of the Naval Fleet, while Levy Ships can only be called when the Naval Fleet is ordered to sail to war.

    Conducting a Naval Battle


    Posting your Fleets

    1. Navies will be divided into at least three squadrons, the mandatory three being Left, Center and Right. These three mandatory squadrons conduct the main battle, with Player 1's Left fighting Player 2's right, and vice versa, and each Player's Center fighting the opposite Center.

    2. An unlimited number of optional squadrons can be created to do any additional task you please. Bear in mind this is the Age of Sail, ships are not very manoeuvrable and cannot easily do things like flanking, disengaging, feinting, etc. Complex orders will be subject to any success rolls or negative modifiers that the rolling Moderator decides are appropriate.

    3. Players will post each squadron clearly, along with clear and unambiguous orders. Any interpretation the rolling Moderator is forced to do will be their interpretation alone. Each squadron posted will list the following:
    - Commander(s)
    - Ships(s), this includes posting the ship type, number, points value and any troops they are transporting
    - Order(s)

    Rolling the Battle

    The moderator will roll for each side with the following formula:

    d20 * [Total Points] = Score. The winning side is the side with the higher score.

    Then, working out ships lost,

    Winner Ships Lost %: [Lower Score] / [Higher Score]
    Loser Ships Lost %: [Higher Score] / [Lower Score]

    Total ships lost is capped at 50% of the [Lesser Force] for both sides.

    The winner can then capture enemy ships by the following process:

    d[Number of Loser Ships Lost]*0.25 (eg, if the losing side lost 100 ships, roll d100*0.25)

    This enables up to 25% of the enemy ships 'killed' to be captured. Split up up evenly among types (eg if the enemy fleet had 100 ships, 80 of Levy Ship and 20 of Dromond, and 10 enemy ships were captured, 8 would be Levy Ships and 2 would be Dromonds. If 20 were captured, 16 Levy and 4 Dromonds. Fair split by ratio.)

    Aftermath

    - Player characters undergo standard wounded/captured rolls.
    - The enemy fleet retreats to the nearest friendly port, or to any other port specified by the losing player provided it is not closer than the nearest friendly port to which the ships would otherwise flee to. The port the ships flee to must, however, be friendly: you cannot 'retreat' to an enemy or neutral port.


    Campaigning V (Sieges and +Siege Defence modifiers for castles)


    Rolling a Siege


    Rolling a siege is the same as rolling a Land Battle except the flanks are Gatehouse and Walls, not Left, Right, and Centre.

    Remember also that Heavy Footmen get a -2 to rolls if attacking the Walls, as getting up a ladder in such heavy equipment is very tiring.

    Remember also that sieges require patrols of dismounted and mounted troops screen protecting the besieging army in order to ensure the besieging army is not taken by surprise by a relief force.



    Major Fortresses


    Major fortresses are the greatest, most daunting military positions in Westeros. Exceptionally difficult to assault or besiege, these fortresses are capable of housing large contingents of troops and have defensive structures so vast and well-built that assaulting them would bleed many armies white.

    Major fortresses have the following attributes:
    - Will last 18 months in a Siege (1.5 RL weeks, 1 week and 3.5 days).
    - Have a +12 roll to any Siege assault undertaken against them.
    - Can hold their entire garrison plus 300% of the base Land Levy points of their province.

    List of Major Fortresses:
    London
    Warwickshire
    Yorkshire
    Kent
    Cornwall
    Somersetshire
    Norfolk
    Lincolnshire
    Lancastershire
    Calais
    Caernarfonshire

    Castles


    Castles are purpose-built military positions whose primary purpose is to militarily dominate the surrounding region. Designed with warfare in mind, taking these positions is costly and dangerous, with the defenders having many options and positions from which to resist an assault.

    Castles have the following attributes:
    - Will last 1 year in a siege (1 RL week).
    - Have a +8 roll to any Siege assault undertaken against them.
    - Can hold their entire garrison plus 200% of the base Land Levy points of their province.

    List of Castles:
    Surrey
    Sussex
    Hampshire
    Oxfordshire
    Buckinghamshire
    Dorset
    Devonshire
    Exeter
    Salisbury
    Gloucestershire
    Essex
    Suffolk
    Cambridgeshire
    Leicestershire
    Worcestershire
    Chester (Chesire)
    Durham
    Northumberland
    Powys (March)
    Lordship of Dublin


    Minor Castles

    All other seats not mentioned in the above sections are Minor Castles. These structures, though in possession of a relatively fortified keep and perhaps a curtain wall, are not the major military installations that other, larger castles are supposed to be. More symbols of power and centres of regional government, these locations are capable of barring their gates and putting men on the walls to repel invaders, but were not built to break armies against their walls.

    Minor Castles have the following attributes:
    - If an invading army is known to be in the area before it arrives at the Minor Castle, it will last for 6 months (3.5 RL days) in a siege. Otherwise, it will last 1.5 RL days (~2.5 months). The enemy army is known to be in the area ifa friendly army has been defeated in the area ("the area" meaning anywhere up to 2 provinces away) or if a scout roll has found that army in the area.
    - Have a +4 roll to any Siege assault undertaken against them.
    - Can hold their entire garrison plus 100% of the base Land Levy points of their province.

    Minor Castles can be upgraded to Castles (and gain the bonuses and attributes of them) if a player builds a Tier II Siege Defence building in that Minor Castle.

    List of Minor Castles:
    Isle of Wight (Hants)
    Berkshire
    Wiltshire
    Hertfordshire
    Bedfordshire
    Huntingdonshire
    Northamptonshire
    Rutland
    Derbyshire
    Nottinghamshire
    Herefordshire
    Shropshire (Shrewsbury)
    Staffordshire
    Westmorland
    Cumberland
    Isle of Mann
    Richmond
    Monmouthshire
    Glamorganshire
    Brecknock
    Carmarthenshire
    Pembroke
    Cardigan
    Radnor
    Merioneth
    Anglesey
    Denbigh
    Flintshire
    Earldom of Desmond
    Earldom of Waterford (Wexford)
    Earldom of Ormond
    Earldom of Kildare
    Earldom of Ulster


    Siege Equipment

    Tier 1 - Rams & Light Ladders
    - 6 hours to construct
    .
    - Required to attack Minor Castles.

    Tier 2 - Siege Ladders
    - 12 hours to construct.
    - Required to attack Castles, but can also be used against Minor Castles.
    - Grants +3 to siege attack rolls.

    Tier 3 - Siege Towers
    - 24 hours/1 day to construct. (96 hours/4 days without a Siege Engineer)

    - Required to attack Major Fortresses, but can also be used against Castles. Cannot be used against Minor Castles.
    - Grants +6 to siege attack rolls. Does not stack with Siege Ladders.
    - Heavy Footmen using Siege Towers to attack Walls do not take a -2 to rolls any more.


    Raiding

    Detection Roll:
    (Modified down by the highest Pathfinder trait of any character on the raid and modified up by the province value, +1 to detection for each 10,000 Dragons)
    1-5, the peasants are caught completely by surprise and no defence can be mustered. Proceed straight to a Loot Roll.
    6-10, the peasants muster a weak defence, but in the chaos do not send riders to report the attacking banners. Proceed to Raid Roll.
    11-15, the peasants muster a defence, and report the identity of the attackers by rider to the local keep. Proceed to Perception Roll.
    16-20, the attackers are detected well before they arrive, allowing the local Levy and Militia to rally to the defence. Conduct a Perception Roll and a Field Battle.

    Perception Roll: Roll a d20, with 1-10 being a vague understanding of who you are (eg, 'Westermen') and 11-20 being a more specific understanding (eg, 'Westermen from Sarsfield'). Use of banners will not alter this roll, though banners will be reported alongside any other findings (eg 'They had Winterfell banners but seemed like Rivermen to me'). RP justifications shall be the survivors recognizing an accent or dialect, overhearing raiders mentioning something that gives a clue to their origin, etc. Proceed to Raid roll afterwards.

    Raid Roll: Roll a d20, with the outcome being the % of your force lost during the pillaging spree to death, desertion or disappearance. This is capped at 400 men, since large forces are otherwise at a disadvantage, where every 1% represents ever larger numbers of men for no extra gain.

    Loot Roll: Roll a d10, with the outcome in % being the loot you gained, based on the following table:

    Rich Income - 50,000 Crowns
    Prosperous Income - 40,000 Crowns
    Average Income - 30,000 Crowns
    Poor Income - 20,000 Crowns

    In addition, gain +1% for every 250 men present in the raiding party (after the Raid Roll casualties are factored in, and rounded to the nearest 500) up to a maximum of +12% (3,000 men) and +1% for each point of Pillager for any character in the raiding party (max 1 character applied per player, to stop single players exploiting this by sending parties with 4 characters each with +3 Pillager).

    Thus a maximum amount of 22% base loot may be seized. Once an army has raided a province, it will be stationary for 3 RL hours.

    Raid Size Limitations:

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

    -- The maximum size that a raiding force can be without having any penalties is 2,000 men
    -- For every 250 men above this cap, a +5 will be added to the raid detection roll.
    -- An army that is over 3,000 men (+20 detection rolls) will always be detected by the local populace when it is on a raiding mission and it will usually be subject to a full-scale battle with the local provincial levy as a result

    In addition, a raiding army connected to a noble is limited a maximum of three raids per year. This is to prevent player abuse in raiding a whole bunch of close together and undefended provinces while also helping the moderators by not having us roll five to ten raids per week per person. This shall be rped as your men being satisfied by their acquired loot and wanting to return home to spend it.

    Rebellions


    There may come a time when a player decides that he can no longer sit idly by under the rule of his overlord, and begins plotting rebellion.

    Reasons for rebellion will be strictly vetted, and if it is suspected that players are creating Houses solely for the purpose of finding a reason to rebel, they may be barred from rolling the House entirely. A rebellion is a serious matter and, in a Feudal culture, unthinkable at first glance. Houses such as House Bolton will be watched closely, as players have a long history of creating houses such as Bolton specifically to betray House Stark at the earliest opportunity.

    Reasons for Rebellion

    Rebellions will be permitted only where players can justify it on IC grounds, including:

    - Betrayal in some form from their master (eg reneging on a promise, seizing family, murder of family, seizure of land/privileges/rights)
    - Heavy taxation (typically over 20% would be regarded as heavy, though room for context and IC situation will be made for this determination)
    - Compelling offers from powerful third parties (eg being offered the Lord Paramountcy in your master's place, being offered restoration of lands, titles, etc)
    - Player switches religion
    - Player betrays his own liege (the King/Queen, Duke/Earl), but the player prefers loyalty to the Crown over their overlord.

    Things that will not usually be considered 'justified':

    - Players who fabricate their own reasons (for example, player offering rebellion in return for being made a King/Duke/Earl)
    - Disagreement over a course of action (disagreeing with going to war isn't grounds for raising a rebellion)
    - OOC motivated reasons (rolling a House in a region with a Lord Paramount you dislike purely to be a thorn in their side)
    - Using 'justified' reasons for unjustified acts (for example, rebelling because the Duke rebels against the King, and then not pledging allegiance to the King)

    Rebellions are a serious affair and, due to the AI Reactions rules, are not almost guaranteed suicide. As a result of this, however, strict oversight must be applied to prevent power-hungry players from intentionally creating characters to rebel, or rebelling on poorly justified grounds motivated solely by OOC greed.

    If a rebellion sounds legitimate (eg, a real Lord in a real Westeros would do it), it will generally be allowed to go ahead. Players who are just hunting glory, power, or money will not be permitted to abuse this system.

    Outcome

    Defeating a noble does not make you the new Earl or Duke: only the King can make that determination. Players rebelling should generally be seeking concessions of some nature that do not involve replacing their liege. For example, rebelling because of ridiculous taxation should see the players seeking abolishing some tax; rebelling because the nobleman betrayed the King should see the players seeking to win the war for the King (who may reward the players as he sees fit, naturally); rebelling because the Earl/Dukw abducted or killed your family should see the player seeking revenge (eg capture your noble's family, secure the release of your own family, bring your noble to trial before the King)

    A rebel will not be given free hand to decide whatever wild demands they fancy: the rebellion started for a reason and it must pursue aims valid to its purpose for existing.


    Duels and Jousts


    Tournament Jousts:
    For jousts, you do two D20 rolls, one for each player.

    1-5 miss
    5-10 glancing blow, body
    11-16 - shield hit, good
    16-19 - shield hit, flawless
    20 - potentially fatal hit

    When one player rolls 20 against the other, another 1D20 is rolled.
    1-5 = death

    Duels and Battlefield Jousts
    A Duel or Joust is decided by whether players are dismounted (Duel) or mounted (Joust), with each type of personal combat modified only by the Duel and Joust traits respectively.

    Simply, each player has 20 health points.
    For every 4 survival points, a player can have 1 extra health point.

    Then Roll "rounds" these in order:
    2 D20
    [(Higher Roll - Lower Roll) / 2] + Weapon/Traits of Winner - Armor/Traits of Loser = Damage to Loser ;
    1 D20, 50% chance of damage to Winner also;
    If Damage is done:
    1 D10, 10 is 100% same as Damage to loser, while 1 is 10%.
    Take this number and apply halved Weapon/Armor/Trait numbers to it.
    (We round up if you get a decimal)
    Then you let the players RP it and decide whether to continue or not.

    Worse case scenario, the loser player loses 10 health in one round.

    You keep doing these "rounds" until one player dies, submits, or otherwise "loses".

    In a normal tourney, unless otherwise stated, characters are given equal armor and weapons, and as such, the weapon/armor points are non-existent.

    Purchaseable Items and Buildings

    Armor and weapons
    Armour Sets
    Studded Leather Armour (+5 hp, +2 Scout, +2 Assassin, +2 Capture) - The simplest armour in terms of creation and the weakest by way of protection, this armour nonetheless provides the user much better movement and is favoured by those who would rather be quick on their feet over having the ability to slug it out in a melee. A studded leather chestpiece with hardened leather vambraces, shinguards, thighguards and boots. This set of armour costs 15,000 Crowns.

    Chainmail Armour (+10 hp, +1 Scout, +2 Duels, +1 Survival) - The armour of choice for most freedmen, chainmail is affordable yet offers some protection on the battlefield. A mix of studded leather with a mail coat or mail worked into the leather. This set of armour costs 30,000 Crowns.

    Partial Plate (+20 hp, +4 Duels, +2 Survival) - The optimal trade-off between mobility and protection, partial plate armour is often worn by those of a knightly bearing. A thick and solid plate chestpiece protects the vital organs while segments covering the thighs, shins and forearms allow blows to be deflected or absorbed. Leaving the upper arms and legs largely unrestricted means that movement isn't too heavily constrained, allowing the wearer mobility for duelling. This set of armour costs 40,000 Crowns.

    Full Plate (+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. You become near-impossible to kill but also don't move much yourself. Favoured by knights taking to the battlefield, knowing their main role in such an event will be to present the heaviest possible mass atop a horse to plough through enemy troops in a formation of massed heavy horse, this is a set of armour for surviving a major battle rather than a set for everyday wear or single combat. This set of armour costs 60,000 Crowns.

    Weapons
    Weapons are divided into three overaching types: those used exclusively in one hand, those used with one or two depending on the context, and those large enough to require two hands at all times. Each comes with benefits and drawbacks.

    A single handed weapon and shield (+2 Duels, +4 Survival, +6 hp) offers the most survivability, allowing the user to shelter behind the shield and use it to further protect themselves, but at the cost of sacrificing the reach and power afforded by the larger, heavier weapons. Most common weapons are an arming sword or a flanged mace. This combination costs 25,000 Crowns.

    A hand-and-a-half weapon (+4 Duels, +4 Survival), the most common name for large single-handed weapons, are typically used without shields but are lighter and thus more mobile than two-handed weapons, giving the user the ability to position themselves faster and exploit the situation with more agility, at the cost of reduced reach and less power than a two-handed weapons, but superior reach and power to a single handed weapon. These weapons cost 30,000 Crowns.

    A two-handed weapon (+7 Duels, +2 Survival) represents those swords that are the largest, heaviest weapons, be they poleaxes, longswords or warhammers. These weapons are sluggish but mighty: a solid blow from such a weapon, even to a shield, could break the arm of the target or outright shatter lesser weapons. The key to surviving such weapons is mobility, while the key to their masterful use is conservation of energy and the efficient application of it into well aimed, well timed strikes of immense power. These weapons cost 30,000 Crowns.
    Buildings
    These are structures created in your character's home province that grant improvements to the province itself. Each takes a RL week to be completed. You may only have 2 or 3 per location at one time and buildings can only be constructed at main castle.
    TIER I: 10,000 crowns each
    - Reinforced Wall: +1 Siege Defence Rolls, -2 raiding Rolls.
    - Grain Mill: +5% income, +1 Charisma
    - Castle Smith: -5% professional troops’ upkeep and recruitment cost.
    - Chapel: +5% to income for clergymen, +1 Charisma for Nobles.
    - (Coastal Only) Dockyard: Requires wood. +5% income, player might build ships.
    - Market Square: +5% income
    - Logging Camp: gain access to Wood resource
    - Small Mine: gain access to Stone resource

    TIER II: 20,000 crowns each
    - Towers and Gatehouse: Requires Stone. +2 Siege Defence Rolls, -4 raiding rolls.
    - Granary: +5% militia, +5% income, +5 militia replenishment.
    - Armory: -10% professional troops’ upkeep and recruitment cost.
    - Church: +5% for clergymen, +1 Charisma for Nobles, +1 levy and taxation rolls.
    - (Coastal Only) Large Dockyard: Requires wood. +10% income, player might build ships.
    - Merchant's Square: +10% province income
    - Lumber Camp: +5% income
    - Medium Mine: +5% income

    TIER III: 40,000 crowns each
    - Improved Fortifications: Requires Stone. +4 Siege Defence Rolls, -5 raiding rolls.
    - Large Granary: +10% militia, +10% militia replenishment.
    - Arsenal: -15% professional troops’ upkeep and recruitment cost.
    - (Coastal Only) Major Dockyard: Requires wood. +10% income, player might build ships.
    - Plow lands: Extends the demesne's arable lands, thus increasing production. Greater population sustainable. +5% militia, +5% income.
    - Lumber Mill: +10% income, required for Great Building
    - Large Mine: +10% income, required for Great Building

    Great building chain: (needs a Tier III building to be completed)
    The great building chain comprises several tiers, each taking a year to complete. The great building chain encourages player-to-player interaction and collaboration, even if bonuses aren't that high (that would make things unbalanced) is mainly designed to create plots and new rpying arcs, as it's a demanding and long term rpg, so player might employ their money and time in something meaningful rp-wise, rather than mindlessly upgrading their homethreads by purchasing new buildings. Every time a great building is started a new thread might be opened in the proper subforum:
    - Laying the foundations: 20,000 crowns, requires stone. (1 week)
    - Erecting the walls: 30,000 crowns, requires stone. (1 week)
    - Establishing the interior: 30,000 crowns, requires stone (1 week)
    - Building the roofs: 20,000 crowns, requires wood. (1 week)

    -> Cathedral: The greatest place possible to worship God, build on his honor. A cathedral is such when a bishop has his seat on the city. Extensive funds and lands are needed to maintain a new bishopric and the cathedral, thought it clearly improves both the clergy and the peasantry standing. +10% income, +1 Charisma, +1 militia and taxation rolls. Can only be build if the bishop authorizes it or the King/Pope allows the creation of a new bishopric.
    -> University: A place of learning, in the image of Bologna or Paris. This building houses few of the wisest minds of Christendom, and that is costly. Students arrive from every corner of Europe to attend the lessons and debate the most intrincate philosophical and theological issues. Coming-of-age characters start with 2 extra trait points, +1 Charisma, -1 militia and taxation rolls (symbolizing the unrest created by the university). The superior education on some fields provide valuable assets, like skilled medician (-1 to death rolls).
    -> Palace/Manor: Such a magnificent building astonishes your subjects and vassals alike. A place of ostentation and luxuries few can afford. Furbished with the most costly tapestries, furniture and artworks this reaffirms your power and wealth. +2 Charisma, -5% income, +1 militia and taxation rolls.
    Last edited by Jokern; November 25, 2016 at 11:10 AM.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


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