View Poll Results: What setting?

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  • Richard II setting

    8 66.67%
  • Edward IV timeskip/continuation

    2 16.67%
  • Henry and Richard

    1 8.33%
  • Other setting (disclose?)

    2 16.67%
  • I don't mind

    2 16.67%
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Thread: Medieval England Setting Poll - Post Game of Thrones

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  1. #1

    Default Medieval England Setting Poll - Post Game of Thrones

    Something we've been working on since the last setting abruptly came to an end has been its successor. The mod team has put in a lot of work since that time to correct previous errors and discrepancies in the rules as well as develop some ideas for a new setting, and we are pretty close to being finished. So before Game of Thrones ends we wanted to test the waters and see what would be the preference of the playerbase for our next setting. This will be a multi choice poll; if there's an outright winner then we'll go with that, but if it gets tight we can hold another poll thread.

    The Settings:
    1387 - Richard II and the Lords Appellant
    Edward IV/V: Continuation or timeskip of last setting
    1485: Bosworth



    Richard II Narrative

    The erratic and unpopular Richard II has encountered significant opposition to his 'tyrannical and capricious rule', as well as his reliance on a small group of royal favourites, in the form of the Lords Appellant. These five lords: Thomas, Duke of Gloucester, Richard FitzAlan, Earl of Arundel, Thomas de Beauchamp, Earl of Warwick, Henry of Bolingbroke, Earl of Derby and Thomas de Mowbray, Earl of Nottingham have seized control of the government via Parliament, and are determined to scour the court clean of the King's favourites and reduce him to a mere figurehead.

    Richard sends for his keenest supporter (and rumoured lover) Robert de Vere, Duke of Ireland, who has raised an army loyal to the King to meet the forces of the Appellants in battle. Bolingbroke intercepts him at Radcot Bridge, outside of Oxford, and puts him to flight. The Appellants now call a Parliament in which they will strip the King of his power and kill or banish his favoured supporters. The 'Merciless Parliament' historically oversaw a multitude of men put to death upon drummed up charges of abusing royal power before it was put to an end.

    In the meantime, Richard's greatest ally and England's greatest magnate, John, Duke of Lancaster, returns from a long and fruitless campaign in Spain. Surely, he will act in support of the King and his exiled supporters and move to restore royal power...

    Opening events:
    The game will open with the Battle of Radcot Bridge, and then the Merciless Parliament.
    John of Gaunt will be bringing his campaign in Spain to a close, and will then return to England following these events.
    The opening moves of the game will likely focus on the conflict between the King, his supporters, and the Lords Appellant, who are determined to stifle Richard's ambitions to become an absolute monarch.

    Note:
    This is the setting that we have done the most preparation for, and is pretty much ready to go.


    Edward IV Timeskip/Continuation


    This setting will simply be a continuation of the last one, taking place after Edward's campaign in France - the measure of success to be determined by the moderators.
    Everyone's characters from the last game will still be in play. Edward IV will take ill and die, leaving his very young son and namesake Edward V on the throne of England. Meanwhile, the powerful aristocracy, especially the King's uncles and the last remaining Lancastrians, have designs of their own.

    Starting events:
    Return from France, death of Edward IV and ensuing power struggle.

    Note:
    This game won't take too long to prepare, either, due to it being a carry over from last game.


    Richard and Tudor


    Richard III has disinherited his nephews, locked them up within the Tower of London, and crowned himself as King of England. The so called 'Princes in the Tower' disappear, and the blame, rightly or wrongly, lands at the feet of the King. A previously secure and dynastically stable Yorkist England is reeling, with Richard's own supporters, such as Buckingham, having rebelled against him two years earlier in a failed plot to depose him. Richard is now wifeless and childless, his only son by Anne Neville shortly predeceasing his mother. Meanwhile, Henry of Richmond, previously a hopeless exile, has found a golden opportunity to press his own claim to the throne, winning the support of both exiled Lancastrians and disenfranchised Yorkists. In the early days of August he landed in Wales and, like Bolingbroke before him, has sought to claim the crown of England by conquest. Richard has marched to meet him, though it is said that for every true ally the King can count among his banners, there are three that are false...

    Upon 22nd August, 1485, York and Lancaster met upon Bosworth field. Seemingly neutral is Lord Stanley, who waits with six-thousand men away from both camps. Though previously an ally of Richard, he is Tudor's stepfather, and surely his soldiers will decide the fate of this conflict.

    Opening events:
    Battle of Bosworth field - rolled battle.

    Note:
    No work has been done on this, but due to the similar time period as the previous setting, it wouldn't be too difficult to prepare.

  2. #2
    General Brewster's Avatar The Flying Dutchman
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    Default Re: Medieval England Setting Poll - Post Game of Thrones

    Lets gooo

  3. #3
    Jokern's Avatar Mowbray of Nottingham
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    Default Re: Medieval England Setting Poll - Post Game of Thrones

    Character Rules
    Character Rules
    - A maximum of eight main characters (characters that have traits and can hold land) may be allowed. Each player may have a maximum of three 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 "Roleplay Rules".
    - Birth rolls have a chance birth rate. You may have 1 birth roll per year (either by wife or mistress).

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

    Child Death Rolls
    Newly born children have a death roll every five years of their life, up until the age of 15. The chance of death begins at 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 and 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.

    Traits Rules
    Skill Traits
    Characters have the following free points for their skills:

    Age 10-18: 4 points
    Age 18+: 6 points

    - You do not automatically gain additional skill points as you age. Instead, you may only gain additional skills or points in existing skills as rewards for RP.
    - Characters may start with a maximum of 6 trait points, even if age 50 or older at the start.
    - Characters may start with a maximum of +3 in any skill.

    Skills

    1. Military Skills

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

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

    - Scout: +1 to detecting armies preparing to attack the force the character is in command of, and -1 to enemy detection rolls made on an army your character is in command of. This applies if the character is specifically in command of the scouts (in RP this can be confirmed with anything like 'Scouts', 'Outriders', 'Light Horse', 'Cavalry', anything that can easily be interpreted as being in charge of the scouts) or successfully ambushes an opposing force.

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

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

    2. Personal Skills

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

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

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

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

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

    3. Trait Limitations

    - The Assassin trait is limited to a maximum amount of +2 to prevent overly powerful assassins at the game's start.

    The Four Temperaments
    The four temperaments were first described by the Greek physician Hippocrates and became one of the basis of his medical theories that dominated the medical sciences for thousands of years, humorism. They describe the four basic personality types based on the balance of the four bodily fluids - sanguine (optimistic, active and social), choleric (short-tempered, fast or irritable), melancholic (analytical, wise and quiet), and phlegmatic (relaxed and peaceful).

    Players will be able to choose two temperaments for their characters, one dominant and one subservient. From the dominant temperament, two personality traits can be picked, while only one traits can be picked from the subservient one. These will be the basis for the personality of your character in the game. Players are greatly encouraged to try to follow these traits as close as possible in their RP.

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

    Sanguine:
    - Confident: This character is very self-assured, brimming with confidence and difficult to shake even under pressure. However, taken to an extreme, they can show a suicidal disregard for their life and the lives of others, and fail to take...well, failure into account when planning. +1 battle rolls, +1 to rout rolls.

    - Sociable: This character is an extroverted social butterfly, capable of making friends left and right. However, they have little time for 'boring' matters like finances, and are more interested in buying flashy things to show off to their friends than managing their wealth. +1 to NPC reaction rolls, -2% income.

    - Upbeat: Nothing seems to get this character down. They're perpetually smiling and looking on the bright side of even the darkest developments, truly the kind of optimism that can be infectious...or delusional, if the situation is bad enough. +1 to surviving non-battle death rolls, -1 to post-battle rolls (captivity, death, wounding).

    Choleric:
    - Bloodthirsty: This character is hotheaded and loves to jump into fights, lethal or otherwise. This is not something others find endearing off the battlefield, though. +1 Battles, -1 to NPC reaction rolls.

    - Ill-Tempered: This character is ornery and seems to explode at the slightest provocation. While they've gotten into enough fights to toughen them up, a person who's as easily baited as a bull that sees red won't make a good commander. +1 Duels, -1 Battles.

    - Impulsive: This character acts before (sometimes, without) thinking. They might move and decide more quickly than others, but their recklessness can lead them to disaster as well. +5% movement speed, -1 to detection rolls.

    Melancholic:
    - Haggler: This character is obsessed with getting the best possible deal for themselves, and ever watchful (even paranoid) for anyone trying to rip them off. This sort of fellow is rarely the sort others like, but none can deny their ability to sniff for gold. +2% income and improves loot from raids, -2 to AI reaction rolls.

    - Meticulous: This character loves to analyze situations down to the last minutiae before acting. On one hand this means they'll probably have a clear picture going in, on the other their decision-making abilities could easily become paralyzed as they spend too much time analyzing and not enough acting. +1 detection rolls, -5% movement speed.

    - Pessimistic: This character is always looking at the negative side of things. They may be right in some cases - when you suspect every man you meet to be a bad guy, you're probably right at least one out of ten times - but it doesn't exactly make them endearing. +1 to survival rolls, -1 to AI reaction rolls.

    Phlegmatic:
    - Austere: This character disdains pomp and pageantry, instead preferring a plain & simple (the uncharitable might say 'rigidly spartan') lifestyle. +5% income, -1 to AI reaction rolls.

    - Empathic: This character is strongly attuned to the emotions of others and cares for them, making them great friends or kinsmen to have - but poor warriors and generals. +2 to AI reaction rolls, -1 to battle/joust/duel rolls.

    - Reserved: This character is a stoic who generally keeps to him/herself and exercises strict control over their emotions. While this means they're not likely to make reckless moves in court or on the battlefield, they can come across as unfeeling robots to others. +1 battle rolls, -1 to AI reaction rolls.

    Supine:
    - Amiable: This character is a pleasant person who tries very hard to get along with everyone s/he meets. Indeed, perhaps too hard, at that...they also tend to excessively seek validation from others, and at worst can be described as clingy ticks. +1 to AI reaction rolls, -1 to duel rolls.

    - Idealistic: This person is a strong believer in higher ideals and the innate goodness of man. On the one hand they tend to be inspiring and uplifting figures, on the other they can be taken advantage of by those who live well beneath their expectations. +1 to AI reaction rolls, -1 to rout/assassination/escape rolls.

    - Submissive: This character is the sort of person others can easily walk all over. On the other hand, they're generally regarded as beneath suspicion, and if they ever find their spine they could easily strike back without their foes seeing it coming. -1 to AI reaction rolls and battles, +1 to assassination & escape rolls.

    Additional Character Rules
    Birth Rules
    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)

    Marriage Dowries
    Dowries were expensive, and expected.

    Here are the expected 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 = 10,000£
    - Princess to Duke = 8,000£
    - Princess to Earl = 7,000£
    - Princess to Baron = 6,000£
    - Princess to Knight = 5,000£
    - Ducal to Ducal = 6,000£
    - Ducal to Earl = 5,000£
    - Ducal to Baronial = 4,000£
    - Ducal to Knightly = 3,000£
    - Earl to Earl = 5,000£
    - Earl to Baronial = 4,000£
    - Earl to Knightly = 3,000£
    - Baronial to Baronial = 3,000£
    - Baronial to Knightly = 2,000£
    - Knightly to Knightly = 1,000£

    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.

    Jure Uxoris
    Jure uxoris is usually translated as "by right of his wife."

    In the case of this 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 woman 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.

    Should the husband die, she will be considered an independent adult without the need for a legal guardian. Her lands and titles will belong to her, and she can make her own decisions. However, should she remarry jure uxoris will be applied once more. There is also the chance that her children or closest heirs will try to take control over their inheritance.

    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.

    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, for example a relative of the underage noble, or to keep it for himself.

    The wardship 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, in reality, there's no legal power able to smack down on this other than the king.
    • 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 earl 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.

    Peerage and Gentry
    Peerage of England

    England, like most of Europe during the feudal era, is a country divided into estates. These estates are based on social rank, economy and various other factors. However, they can be split into three, all of whom are represented in Parliament - the Lords Spiritual, the Lords Temporal, and the Commons - the clergy, the nobility and the commoners.

    The Lords Temporal is the nobility, which is greatly made up of the Peerage, a legal system comprising various hereditary titles and noble ranks. At the top of the peerage sits the King, who is the sole source of the creation and removal of noble titles. A title does not in and of itself hold any significance when it comes to influence and power, as even a knight can be wealthier and curry more royal favor than most earls, but it is nonetheless a sign of prestige and standing within the Kingdom of England. The earlier a title was created, the higher rank among the peerage it holds.

    The ranks of the English peerage are in descending order:

    1. Duke/Duchess
    2. Marquess/Marchioness
    3. Earl/Countess
    4. Viscount/Viscountess
    5. Baron/Baroness

    All members of the English Peerage enjoy certain privileges, regardless of their position and rank. They are all members of the Upper House of the English Parliament, they have the right to be trialed by a jury of their peers, they have access to the Sovereign as members of one of the King's councils. Peers are protected by law from defamation, libel and slander.

    An important part of the privileges of peerage is the orders of precedence, a ranking system for lords. The general hierarchy is this: the King, the Royal Family, the Archbishops of Canterbury and York, the Great Officers of the Privy Council, the Dukes, the Marquesses, the Earls, the Viscounts, the Bishops and lastly the Barons.

    Another important privilege granted to the Peerage is the use of certain heraldic devices on their coat of arms, such as coronets, supporters and helms with mantling.

    Landed Gentry

    While the nobility is the upper crust of the Kingdom of England and the land-owning elite, the Landed Gentry is the lower half of that upper crust, and do not enjoy the same privileges as the Peerage. However, while the Gentry is not part of the Peerage, there are quite a few overlaps between the two. All noblemen are considered Landed Gentry, with a select few being awarded titles and rank within the Peerage by the King. These titles are then usually inherited by the senior member of a noble house from his predecessor, most often the eldest son, who then join the Peerage.

    There are two major ranks within the Gentry, which must be bestowed by someone else, be they another knight, a peer or perhaps even the King:

    1. Baronet
    2. Knight

    A Baronet is usually hereditary knighthood that can only be granted by the King, while a Knight is a title bestowed on one person for life by anyone who is also a knight. Knights are expected to provide military service to a feudal landholder above their station, and does not necessarily serve the King directly. He can serve another lord of prominence, such as a powerful duke or a wealthy baron.

    Baronets and Knights receive a standard income of 200£. If they are employed by a noble above their own station, they will receive a grant of another 100£ yearly. As knights, they can serve as sub-commanders for their liege, able to lead a total of 100 men into battle. These soldiers are either paid for by the knight himself, or is granted to him by his liege. This income is forfeited once the knight is promoted to a member of the Peerage of England, usually starting with a barony.

    It should be noted that Baronets are very rarely given out by the king, and is a high honor for any commoner or knight who has received such royal favor. Also, while knighthood is not hereditary, the sons of knights were often knighted themselves, since they served as squires for various nobles and other knights, making their knighthood practically hereditary.

    Nobility and Offices of England
    The Privy Council and the English Parliament
    The Privy Council

    - The Privy Council consists of the Great Officers of the Privy Council, along with anyone the King deems worthy of serving as a Councilor.
    - The King may create any offices he wants to be a part of the Privy Council, though they should have duties deemed important for the governance of the kingdom.
    - 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 of England

    - 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 House (Nobility and Clergy) or the Lower House (Knights, Burghers and Merchants).
    - All laws must be proposed by the Privy 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.
    - All taxation must be approved by Parliament, holding control over the primary source of income for the Royal Treasury. To bypass this could lead serious repercussions from both the Upper House and the Lower House for the Sovereign.

    The Great Offices of the Privy Council
    Lord High Steward: Initially an honorary appointment, the office of Lord High Steward has steadily grown in importance until its holder became one of the most powerful men in England. Since the end of the 12th century, the office has been considered bound to the Earldom of Leicester. The Lord High Steward presides during trials of peers in the House of Lords, and can hold courts dealing with trials of peers by their peers when parliament is not in session. At coronations, the holder is honored with being the bearer of St. Edward's Crown. The Lord High Steward has a salary of 200£.

    Lord Chancellor: Often held by a man of the clergy because of their literacy, the Lord Chancellor is usually one of the King's closest advisors in both spiritual and temporal matters. Officially, he may in his position as Keeper of the King's Conscience hold Courts of Chancery, concerning judicial cases where the inflexible common law leads to unfair rulings. This office is usually tied to the position of Lord Keeper of the Great Seal, which is used to make laws and documents official that are passed by both the privy council and parliament. However, the two offices can be split between persons if the King so wishes. The Lord Chancellor has a salary of 200£.

    Lord High Treasurer: An immensely important office, this involved the managing His Majesty's treasury, as well as no small amount of influence at court. The Lord High Treasurer has a salary of 200£.

    Lord Privy Seal: An honorary title in the realm with no real function save holding the personal seal of the King. The privy seal is used to authenticating official government documents. 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 200£.

    Lord Great Chamberlain: The holder of this office is a close companion of the Sovereign, and is responsible for managing the household of the King at the Palace of Westminster. At coronations, the Lord Great Chamberlain holds the honor of dressing the King, and is involved with investing the Monarch with the insignia of rule. This position is traditionally held by the Earls of Oxford. The Lord Great Chamberlain has a salary of 200£.

    Lord High Constable: While primarily the commander of the royal armies and the King's master of horse, the position of Lord High Constable also has a judicial nature, acting as a position of authority on legal matters concerning the military. The Lord High Constable has a salary of 200£.

    Earl Marshal: This royal appointee is in charge of the King's horses and stables, as well as the protection of the King. He also holds, in conjunction with the Lord High Constable, court known as Court of Chivalry. Here they administered justice in accordance with the law of arms, which concerned many military matters, such as ransoms, booty and soldiers' wages, along with the misuse of armorial bearings. The Earl Marshal could in many circumstances exercise the traditional duties of the Lord High Constable, such as commander of the King's armies. This office is often tied to the Earldom of Norfolk. The Earl Marshal has a salary of 200£.

    Admiral of the Fleet: This officer of the Privy Council is the highest naval authority in England. In his capacity, he is the commander of the royal fleets and overseas trade. Due to the nature of naval warfare of the time period, the appointee rarely had any actual experience of naval warfare. The Admiral of the Fleet has a salary of 200£.

    Other Great Offices and Honorary Titles of the Realm
    Knightly Orders

    Knight of the Most Noble Order of the Garter: A chivalric order dedicated to Saint George and created during the reign of Edward III, the Order of the Garter is an order of consists of knighted individuals who are viewed as the most influential, powerful and trusted members of the realm. Along with these 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.

    Royal Household

    Lord Steward of the Household: The first dignitary of the court, the Lord Steward is the head of the Royal Household. Often held by peers or sons of peers on the Privy Council, the office is one of high importance for the function of the day-to-day activities of the Monarch and his court. He would also serve as the line of communications between the King and the Houses of Parliament. The Lord Steward of the Household has a salary of 100£.

    Lord Chamberlain of the Household: Deputy of the Lord Great Chamberlain and second dignitary of the court, the Lord Chamberlain is responsible for the Chamber of the household. The Chamber is the "above stairs" of the Royal Household, the series of rooms used by the King to receive select visitors, terminating at the royal bedchamber. Matters such as personnel of the household, arrangements of ceremonies and entertainment is the responsibility of the Lord Chamberlain. The Lord Chamberlain of the Household has a salary of 100£.

    Keeper of the Wardrobe: Originally referring to the room where the King stored his personal belongings such as clothes and valuables, the Wardrobe has since evolved into an institution in its own rights within the Royal Household, both storing and manufacturing goods and items. In charge of the King's personal belongings and private accounts, the Keeper of the Wardrobe enjoys much trust with the King, often needed when the Monarch is in need of quick cash without the intervention of peers or parliament. The Keeper of the Wardrobe has a salary of 100£.

    Master of the Horse: The highest administrator of all matters concerning the horses and hounds of the King, the Master of the Horse is the third dignitary of the court. Everything involving the Royal Stables, the Royal Kennels, coach houses and studs falls under the jurisdiction of this office. At coronations, he assists in carrying the royal train. The Master of the Horse has a salary of 100£.

    Lieutenancies and Wardenships of England

    Captain of Calais: A royally appointed office granted to whoever is deemed to watch over the Pale of Calais, the important English port of Calais and the lands surrounding it, which is located on the European mainland. This office is of vital importance due to Calais' 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 Captain of Calais receives a stipend of 200£ and gains constableship of Calais, which will serve as his headquarters for the duration of his tenure.

    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 200£ and gains constableship of Dublin, 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, or the King if the Prince is in minority, fit to govern over the Welsh Lordships and the English Lordships of Wales. This office serves as a judicial, political and sometimes military authority in Wales whenever the Prince is absent. Whenever the Prince of Wales is present in the Welsh Marches, the Lord Chancellor serves as his steward at Caernarfon Castle. The Lord Chancellor of Wales receives a stipend of 200£ and gains constableship 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 governorship over Caernarfon Castle. This is decided by the directive of the Prince of Wales.

    Lord Warden of the 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 Lord 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 marches, can be granted to any nobleman or a member of the Royal Family. The Lord Warden of the Marches receives a stipend of 200£ and gains constableship of Carlisle Castle, which will serve as his headquarters for the duration of his tenure.

    Lord Warden of the Cinque Ports: This office is officially in charge of the Cinque Ports, a confederation of port towns on the southeast coast of England, the most important being Hastings, Rye, Hythe, Dover and Sandwich. Their military and economic importance cannot be understated, since these ports lie where the crossing over the English Channel to the continent is narrowest. One of the higher honors bestowed by the English Sovereign, it has often been held by members of the Royal Family or the Privy Council. The holder of the office is also named Admiral of the Cinque Ports, with maritime jurisdiction over the English Channel. The Lord Warden of the Marches receives a stipend of 200£ and gains constableship of Dover Castle, which will serve as his headquarters for the duration of his tenure.

    Lord Lieutenant of Aquitaine: While officially a royal fief, the Duchy of Aquitaine is far from England proper, surrounded by the often hostile France. As the King's representative, the Lord Lieutenant of Aquitaine is responsible for governing these lands and protect them from any French incursions. Most often, this office is granted to a close relative of the King, given the economic and strategic importance of the duchy for the English Crown. The Lord Lieutenant of Aquitaine receives a stipend of 200£ and gains constableship of Bordeaux, which will serve as his headquarters for the duration of his tenure.

    Lieutenant-General of Brittany: Ever since the War of the Breton Succession, the English have held possession over the city of Brest in Brittany thanks to the political disorders of the duchy at the time. The Lieutenant-General is the King's representative and governor of Brest, wielding his judicial, political and military authority in the name of the English Crown. However, it is in a precarious position, since the Dukes of Brittany are eager to reclaim the important city. The Lieutenant-General of Brittany receives a stipend of 200£ and gains constableship of Brest, which will serve as his headquarters for the duration of his tenure.

    Constable of Tower: This office is the most senior appointment at the Tower of London. While there are many constables of different royal castles in England, the Constable of the Tower has a unique position since he is in charge of the principal fortress defending the capital of the kingdom. In the absence of the Sovereign in London, the Constable is among the most powerful men in the city. He is also ultimately responsible for any prisoners held at the Tower. The Constable of the Tower receives a stipend of 200£ and gains constableship of the Tower, which will serve as his headquarters for the duration of his tenure.

    ---

    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, to effectively serve as regent. 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 regent is no longer 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 receives no special stipend.

    Constableship
    The English Sovereign owns estates all over the kingdom, and all of them will need to be manned and maintained. As a sign of special favor to his loyal subjects, the King can appoint Constables over his royal castles. A Constable lives at the castle he is in charge of and is responsible for its maintenance, its defense and the defense of nearby royal lands. His tenure is decided by the King, which can be for anywhere between one year and for life.

    The Constable of a royal castle is usually given to the sons of peers, or members of the gentry, like knights. He is granted 100£ in annual wages.

    The Cheshire Archers
    The King has a special guard of longbowmen from the forests of Cheshire that attend him personally. Known as the Cheshire Archers, this elite bodyguard consists of 300 Yeomen Archers (15 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. As many units as the King sees fit can be detached from his retinue on different missions, otherwise they can be expected to always be near the Sovereign.

    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 earls. Most often their ranks are filled with the sons of noblemen and they rule like feudal lords over their domains. Hurting a priest or damaging his property are crimes, their moral authority is enormous and they enjoy great influence over the people. Offending or wronging a priest might end badly as he may impose an excommunication if the crime is grievous enough and offends the Church; a punishment that seriously damages the authority of a Lord or the King over his subjects and vassals. The Archbishop of Canterbury is the first peer, with the status of Primate of the Church, and therefore wields 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 kingdom. 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 the pretext 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): 1,000£
    Prince-Bishop (Durham): Income based off of land
    Bishop: 500£
    Priest: 100£

    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.

    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.

    Lollardy
    Background

    Lollardy was a religious movement in England that heavily criticized the Church. Beginning in the 1370's, the Lollards were the followers of John Wycliffe, a theologian at Oxford University that came into conflict with the Church when he began criticizing the secular power and wealth of the clergy, along with clashing over several key aspects of beliefs within the Church.

    Wycliffe believed that the King stood above the churchmen, and that he should strip them of their earthly belongings and sell it, so that priests could devote themselves to preaching and helping the needy. Especially monasteries were thought of as dens of evil and corruptions and should be closed, banned and sold off.

    While Lollardy has many beliefs and teachings, they have been summarized into "The Twelve Conclusions of the Lollards", which gives a general idea of what they believed was wrong with the Church:

    1. The Church is too involved in affairs of temporal powers.
    2. The ceremonies used for the ordination of priests and bishop are without scriptural basis.
    3. Clerical celibacy encourages sodomy among the clergy.
    4. The doctrine of transubstantiation (the bread and wine of communion becomes the literal body and blood of Christ) leads to idolatrous worship of everyday objects.
    5. Exorcisms and hallowing done by priests are a sort of witchcraft and are incompatible with Christian theology.
    6. Clerics of high office within the Church should not hold great temporal power.
    7. Prayers for the souls of specific individual people who have passed away is uncharitable since it excludes the blessing of the dead that are not prayed for, and paying priests for prayers for the dead is bribery and corrupts the Church.
    8. Pilgrimage and the veneration of relics are at best ineffectual for salvation, and at worst the worship of idols.
    9. Confession for the absolution of sins is blasphemous since only God can forgive sins.
    10. Christians should refrain from warfare, especially those with religious justification like crusades are blasphemous since Christians have been taught to love and forgive their enemies.
    11. The assertion and condemnation that women in the Church that have made vows of celibacy do not hold these vows and become pregnant, only to seek abortions to hide the fact that they broke their vows.
    12. Christians are devoting too much time and energy to the making of beautiful objects of art and craft, and people should simplify their lives and renew their devotion to godliness by refraining from unnecessary endeavors.

    However, the most important aspect of Lollardy was the belief that the only reliable authority on the truth of God was the Bible and scripture, and the right for all men to read and interpret the Bible. This lead to the creation of the first Bible translated into English, often called Wycliffe's Bible.

    Setting

    In the setting, the Lollards are strong in a few shires and cities around the middle of England. While opposed to many parts of the Church, they are not a revolutionary movement that seek to reform or overthrow the status quo by force, at least not unless forced into a corner. Ever since the Peasant's Revolt in 1381, Lollardy has been associated with the struggles and unrest of the lower classes, but it is also a movement among the academics, and Lollards can be found in plenty at unversities all over England. There are even nobles and priests that are tied to this sect, though they are a rare sight and do not openly display their beliefs.

    While players are allowed to create Lollard characters, they are advised to take the above mentioned information into consideration. The current Lollards are not an aggressive force that is seeking out converts, and the current establishment barely tolerates their presence, while the clergy of the Church are outright hostile to their presence and teachings.

    If players wish to create a Lollard character with the goal of starting the Reformation early, do remember that such a move will require extensive roleplay to gain the support of the King, the nobility, the commoners and, most important of all, to either create a schism within the Church in England or outright remove their secular power.

    At the start of the game, Lollardy can be considered to have a stronghold in these regions, meaning it is more likely that the peasantry will rise up in revolt if they are not guaranteed their rights, are overtaxed, etc:

    - Leicestershire
    - Northamptonshire
    -Coventry (Warwickshire)
    - Nottingham (Nottinghamshire)
    - Worcestershire
    - Herefordshire
    - Monmouthshire
    - Gloucestershire
    - Wiltshire
    - Berkshire
    - Sussex
    - London (Middlesex)
    - Canterbury (Kent)


    Provinces
    Manpower and Income Tiers
    Manpower
    Levies
    - All shires yield 100 men for levies (Knave tier) (75% Levy Archers, 25% Levy Foot).
    - A roll (ranged 1 to 10) determines a percentage (10-100%) of the levy that can be raised from a given location for your army.

    City Militias
    - Specific cities (list to be included) will have their own unique militias separate from the Levies.
    - All cities have a permanent garrison of 300 men (10% Yeomen Archers, 20% Yeomen Foot, 20% Levy Archers, 50% Levy Foot) will never leave the city.
    - A roll (ranged 1 to 3) determines a percentage (10-30%) of the city militia that can be raised from a given location for your army.

    Provincial Income
    Poor (Red) - £100
    Sparse (Orange) - £125
    Average (Yellow) - £150
    Prosperous (Green) - £175
    Rich (Dark Green) - £200

    https://cdn.discordapp.com/attachmen...les_Shires.png

    Provinces
    wip

    Provincial Bonuses
    WIP


    Economics and Battles
    Battle Rules
    Campaigning I (Scouting)
    - Scouting can only be requested if Light Cavalry is in the army.
    - You may only scout one province per 5 Light Cavalry in the army per 24 hours. If, for example, you have 9 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 - The scouts return without any information.
    11-12/20 - Scouts return with 20% accurate range - Mods post back a wide range of possible army numbers (20% accuracy)
    13-14/20 - Scouts return with 40% accurate range - Mods post back a narrower range of possible army numbers (40% accuracy)
    15-16/20 - Scouts return with 60% accurate range - Mods post back a small range of possible army numbers (60% accuracy)
    17-18/20 - Scouts return with 80% accurate range - Mods post back a ting range of possible army numbers (80% accuracy)
    19-20/20 - Scouts return with exact enemy numbers

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

    For example: The interval of 20% accuracy on 1,000 troops is worked by 1,000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1,000 is within that range. For example, 800-1,600 range, or 950-1,750 or even 1,000-1,800.

    Campaigning II (Land Warfare)
    Command Structure
    Each player-controlled character (i.e. with traits) has the ability to directly command 100 men in battle, of which 20% (20 men) can be mounted troops. However, to create an force greater than that, you will need sub-commanders. Sub-commanders can each lead 100 men, of which 20 men can be mounted. These sub-commanders are either other player-controlled characters who are free of upkeep, or hired Knights that have an annual upkeep that you have to pay.

    While it is possible to create an army without these sub-commanders, there are severe penalties for doing so because of the lack of local command and logistics:

    - Negation of all bonuses to battle rolls, along with a -5 penalty to all battle rolls.
    - +50% to movement times on the map.
    - 2% attrition to your army for every hex that it moves over on the map during one movement order, with a maximum cap to losses at 20% (10 hexes).

    Land Units
    Tier 1 - Nobility (1 man per unit)
    Knight (company commander/bodyguard)
    - 30£ in recruitment and upkeep
    - Commands a company of 100 men, of which 20 men can be mounted troops
    - Can be dismounted
    - +5 against all units

    Tier 2 - Mounted Gentry and Auxiliaries (10 men per unit)
    Men-at-Arms (Heavy Cavalry)
    - 140£ in recruitment and upkeep
    - Can be dismounted
    - +3 against Levy Archers and Levy Foot (+2 if in Shield Wall), +2 against Yeomen Archers and Mounted Archers and Hobelars, +1 against Yeomen Foot (no bonus if in Shield Wall)

    Mounted Archers
    - 100£ in recruitment and upkeep
    - Can be dismounted
    - +2 to all archery rolls, +2 in melee against Levy Archers, +1 against Yeomen Archers

    Hobelars (Light Cavalry)
    - 100£ in recruitment and upkeep
    - Raiding Masters (+3 to all Raid rolls)
    - Can be dismounted
    - +2 against Levy Archers, +1 against Yeomen Archers

    Tier 2 - Yeomen (20 men per unit)
    Yeomen Archers (armored archers)
    - 80£ in recruitment and upkeep
    - +2 to all archery rolls, +1 to melee against Levy Archers and Levy Foot (no bonus if in Shield Wall)

    Yeomen Foot (armored foot)
    - 80£ in recruitment and upkeep
    - Can form Shield Wall
    - +2 against Foot Archers and Light Foot, +1 against Yeomen Archers, +2 against Mounted Archers and Hobelars (+3 if in Shield Wall)

    Tier 3 - Knaves (20 men per unit)
    Levy Archers
    - 40£ in recruitment and upkeep

    Levy Foot
    - 40£ in recruitment and upkeep
    - Can form Shield Wall
    - +1 against Mounted Archers and Hobelars if in Shield Wall

    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 section and one optional section. 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.

    Intervene: The Reserve will counter-attack an enemy's 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 and cannot be pulled out of combat.

    Cover Retreat: If you lose the battle, the Reserve will cover the retreat of your army, minimizing losses and inflicting a few more casualties on the victorious enemy.

    Rolling the Battle

    The Moderator will roll with the following formula for each of the battles on the Left, Center and Right Flanks. 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 is the one 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. What follows depends on whether the enemy has an uncommitted Reserve or not.

    If they do not have an uncommitted Reserve: Roll d10*5% for death among routing enemy troops. If the enemy army has 10,000 men when it routs and an 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 castle, and 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 castle. 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, a 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 Cavalry vs. Cavalry fight, and if his cavalry wins the enemy army will be unable to retreat. This will represent the skirmishing between the two cavalry forces as one attempts to harass the other to slow down their retreat, with the defending 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 and Replenishment)
    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 soldiers may be put on screening duty by the besiegers, resulting in a -2 chance of surprise per 50 men. Thus, 400 men on screening will render surprise attacks impossible.

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

    Soldier Replenishment

    Soldiers 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 sort 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 Warfare)
    Requisition
    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.

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

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

    Cog
    Stats: +1 against Levy Ships, can transport 50 men
    Hiring cost: 500
    Upkeep: 100

    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 maneuverable 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 evenly among types (e.g. 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 (Castles and Sieges)
    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 +15 roll to any siege assault undertaken against them.
    - Can hold their entire garrison plus 300 extra men.

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

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

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

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

    Tier 2 - Siege Ladders
    - 12 hours to construct.
    - Grants +3 to siege attack rolls.

    Tier 3 - Siege Towers
    - 24 hours/1 day to construct.
    - Grants +5 to siege attack rolls. Does not stack with Siege Ladders.

    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 a joust is decided by whether players are dismounted or mounted, though both are modified by the same skill, Personal Combat.

    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.

    Raiding
    Detection Roll

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

    1-5, the peasants are caught completely by surprise and no defense can be mustered. Proceed straight to a Loot Roll.
    6-10, the peasants muster a weak defense, but in the chaos do not send riders to report the attacking banners. Proceed to Raid Roll.
    11-15, the peasants muster a defense, and report the identity of the attackers by rider to the local keep. Proceed to Perception Roll.
    16-20, the attackers are detected well before they arrive, allowing the local Levy 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 (e.g., 'Welsh') and 11-20 being a more specific understanding (e.g., 'Welsh from Powys'). Use of banners will not alter this roll, though banners will be reported alongside any other findings (e.g. 'They had Percy banners but seemed like Nevilles to me'). RP justifications shall be the survivors recognising an accent or dialect, overhearing raiders mentioning something that gives a clue to their origin, etc. Proceed to Raid roll afterwards.

    Raid Roll

    Roll a d20, with the outcome being the % of your force lost during the pillaging spree to death, desertion or disappearance. This is capped at 100 men, since large forces are otherwise at a disadvantage, where every 1% represents ever larger numbers of men for no extra gain.

    Loot Roll

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

    - Tier I - 100£
    - Tier II - 125£
    - Tier III - 150£
    - Tier IV - 175£
    - Tier V - 200£

    In addition, gain +1% for every 50 men present in the raiding party (after the Raid Roll casualties are factored in, and rounded to the nearest 100) up to a maximum of +12% (600 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 500 men
    - For every 100 men above this cap, a +5 will be added to the raid detection roll.
    - An army that is over 900 men (+20 detection rolls) will always be detected by the local populace when it is on a raiding mission and it will 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 RP:ed 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 liege, or fears that the King is being controlled by evil councilors, and begins plotting rebellion.

    Reasons for rebellion will be strictly vetted, and if it is suspected that players are creating noble 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.

    Reasons for Rebellion

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

    - Betrayal in some form from the King (e.g. reneging on a promise, seizing family, murder of family, seizure of land/privileges/rights)
    - Heavy taxation (context and IC situation will be made for this determination)
    - Compelling offers from powerful third parties (e.g. being offered restoration of lands, titles, etc. from a pretender)
    - King/prominent faction within the court embraces heresy
    - Unwanted influences within the court (the king relying heavily on favourites, for example)
    - Their master is acting unlawfully (e.g. the King imposes reforms without the approval of Parliament, etc.)

    Things that will not usually be considered "justified":

    - Players who fabricate their own reasons (for example, player OOC offering rebellion in return for being given land)
    - 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 other lords you dislike purely to be a thorn in their side)
    - Using "justified" reasons for unjustified acts (for example, rebelling because in the name of a pretender, and then not declaring for either side)

    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, judged at the discretion of the mods, 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 your liege does not make you the new king. Players rebelling should generally be seeking concessions of some nature that do not necessarily involve replacing their liege - this was only done in the most dire of straits. For example, rebelling because of ridiculous taxation should see the players seeking abolishing some tax; rebelling against the influence of the King's favourites should seek the removal of those favourites from court. Usually, rebellion against the King was masked as removing the corrupting influence of royal advisers, and only in very special circumstances was the King replaced - usually, it would be by his own heir, as seen in the instance of Edward II's deposition.

    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.

    Economic Features
    Taxation
    Taxation is the main income for the Royal Treasury, which the King uses to keep his kingdom in order and to fund his wars. However, all proposals for taxation must pass through Parliament before they can be acted upon. While taxes are necessary for the running of the State, it is nonetheless something that both the nobility and the commoners loathe.

    The King can expect more and more resistance to his tax proposals the higher the rate is, increasing the chances of unrest, protests and even rebellion. Other methods of funding the Royal Treasury is possible, like going to wealthy bankers and loaning money, it is not a infinite source which will one day demand its money back.

    5% - 2/20 chance of sparking a rebellion (1-2 shires)
    10% - 5/20 chance of sparking a rebellion (3-5 shires)
    15% - 10/20 chance of sparking a rebellion (6-10 shires)
    20% - 15/20 chance of sparking a rebellion (11-15 shires)
    25% - 18/20 chance of sparking a rebellion (16-20 shires)

    If a rebellion breaks out, a roll will be made to decide in how many and in which shires the rebellion pops up. Certain regions, like Wales, Kent, Ireland, shires where Lollardy has a foothold, etc, will have a higher chance of being rebellious.

    The king can try to pass tax proposals without the approval of Parliament, but doing so will give both nobles and commoners to try to depose the Sovereign for his tyrannical rule, and the chance of rebellion increases by +5, and the amount of shires where rebellion can break out is increased by +5.

    Lombards, Loans and Debt

    Placeholder

    Purchasable Items and Buildings
    Armor and Weapons
    Armor Sets
    Brigandine Armor (+5 hp, +2 Duels, +1 Survival) - The simplest armor in terms of creation and the weakest by way of protection, this armor nonetheless provides the user much better movement and is favored by those who would rather be quick on their feet over having the ability to slug it out in a melee. A boiled leather cuirass lined with small oblong steel plates riveted to the inside of the fabric over a gambeson, with steel vambraces, greaves, cuisses (thigh guards) and boots. This set of armor costs 50£.

    Mail Armor (+10 hp, +4 Duels, +2 Survival) - The armor 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 armor costs 100£.

    Partial Plate Armor (+15 hp, +6 Duels, +3 Survival) - The optimal trade-off between protection and cost, partial plate armor is often worn by those of a knightly bearing or professional soldiers. A thick and solid plate cuirass 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 dueling. This set of armor costs 200£.

    Full Plate Armor (+20 hp, +8 Duels, +4 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. While slightly hindering mobility, the wearer becomes a tank that is almost impervious to attacks. Favored 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 armor for surviving a major battle rather than a set for everyday wear or single combat. This set of armor costs 500£.

    Weapons
    Weapons are divided into three overarching 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.

    Single-handed Weapon and Shield (+2 Duels, +5 Survival, +5 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 50£.

    Hand-and-a-half Weapon (+4 Duels, +3 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 100£.

    Two-handed Weapon (+6 Duels, +1 Survival) represents the weapons that are the largest and most destructive tools of war, be they poleaxes, great swords or war hammers. These weapons terrifying to face head-on, as 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 200£.

    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.

    Note: All upgrades stack.

    Tier I: £1000 Each
    Tenant Homesteads: +10% estate income
    Monastic Sponsorship: +1 charisma, +1 AI interactions with Clergy
    Reinforced Gatehouse: +1 siege defence (primary residence only)
    Peasant Patrols: -1 hostile raiding rolls across all provinces
    Blacksmith Charters: -5% troop upkeep and recruitment cost

    Tier II: £2500 Each
    Rented Properties: +15% estate income
    Market Charters: +10% estate income, +1 AI interactions with Burghers
    Chapel Sponsorship: +1 charisma, +2 AI interactions with Clergy
    Enlarged Towers: +2 siege defence (primary residence only)
    Militia Patrols: -1 hostile raiding rolls across all provinces, -1 additional bonus in primary residence
    Armourers and Weaponsmiths: - 10% troop upkeep and recruitment cost.

    Tier III: £5000 Each
    Enclosed Farmsteads: +20% estate income
    Mercantile Patronage: +15% estate income, +1 AI interactions with Burghers
    Church Sponsorship: +1 charisma, +2 AI interactions with Clergy
    Castle Extensions: +3 siege defence (primary residence only)
    Livery Guardsmen: Immovable garrison of 100 Yeoman Archers (primary residence only) -1 hostile raiding rolls across all provinces
    Regulated Equipment: -15% troop upkeep and recruitment costs, grants 1 knight free of cost and upkeep.

    Regional Buildings: Cost varying amounts. Can only construct one per character, requires bonus to be in region of primary residence.

    Fisheries: makes £50 per annum, costs £750.
    Sheep Enclosures: makes £200 per annum, +2 Burgher Interactions. Costs £3000
    Mines: makes £350 per annum. Cost £4500


    Great Building Chain
    - Requires two Tier III buildings to be constructed
    - Laying Foundations: £2000, one week to construct
    - Walls: £3000, one week to construct
    - Interior: £3000, one week to construct
    - Roofs: £3000, one week to construct

    -> Cathedral: The greatest place possible to worship God, in all of Christendom. A cathedral is the seat of a Bishop within a diocese. 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. +15% estate income, +3 AI interactions with the Clergy. Can only be built 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. Construction of this facility allows characters to enter its gates and learn from the finest teachers, giving +1 trait points to coming of age characters, including the possibility of additional points through learning RP. Access to learned physicians affords great benefits (-1 death rolls) but a congregation of learned minds could lead to new and dangerous ideas…

    -> Palace/Manor: Such a magnificent building astonishes your subjects and vassals alike. A place of ostentation and luxuries few can afford. Furbished with the costliest tapestries, furniture and artworks; this reaffirms your power and wealth. +3 charisma, grants 2 knights free of cost and upkeep.
    Last edited by Gandalfus; February 10, 2017 at 08:36 AM. Reason: Cleaning up

  4. #4

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    I don't imagine something a bit earlier in the historical timeline would be considered?

  5. #5

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    How early? I suppose it depends on what the majority of the playerbase want, if they're given that option. But its worth noting all our work is geared towards high/late middle ages.

  6. #6

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    Something aroind 1200 would be nice. A setting less about lace and more about armor I suppose. And far away from gunpowder

  7. #7

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    This little break provided by the last GoT, gave us the chance to build a new ruleset for this second iteration of WotR. The income system, specially, has been redone to portray, more accurately, the income and annuities of the XIV-XV centuries' nobility and peerage. No longer will we relly on a simplified provincial income system, but the revisited economy will feature a fully-fledged estates system, which portrays more accurately the era and the extent of the baronial domains in Late Middle Ages England. Certainly, this is an interesting and exciting feature, developed by the kinds of Gandalf or BF, that I think will add much immersion and layers of accuracy for this game. The economy isn't the only revamped area, as new promising changes have been implemented in the traits section, with the addition of the four temperaments, another element that greatly increases immersion and provides great opportunities for characterization. So to speak, we're glad to showcase all these changes, baked during this month, to players, that I think will be gladly pleased by many of those additions. Once they're posted, of course, we'd be as glad to receive thoughtful comments and suggestions. Also, the Richard II setting has been well-researched and carefully planned by the mod team and is pretty much ready to be played, in what would be the second, and hopefully better, iteration of WotR. It will be an interesting, refreshing and enjoyable new take on a historical rpg that proved vastly superior to other games in these forums.

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

  8. #8

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    I can't wait
    Last edited by Pontifex Maximus; February 08, 2017 at 06:20 AM.

  9. #9

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    Quote Originally Posted by Pontifex Maximus View Post
    I can't wait
    You'll hate it. Too much lace.

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

  10. #10
    Lord William's Avatar Duke of Nottingham
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    Default Re: Medieval England Setting Poll - Post Game of Thrones

    I would like to see 1066 england

    Section Editor ES
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  11. #11

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    We aren't doing 1066 LW, it's been ridiculously overdone by GSTK and has failed every time


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  12. #12
    Lord William's Avatar Duke of Nottingham
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    Default Re: Medieval England Setting Poll - Post Game of Thrones

    Quote Originally Posted by Gandalf. View Post
    We aren't doing 1066 LW, it's been ridiculously overdone by GSTK and has failed every time


    Sent from my iPhone using Tapatalk
    i hardly consider gstk a fail, and though it has been done none are still alive today

    id also like to try Alfred the great against the heathen armies

    Section Editor ES
    LibrarianLocal ModeratorCitizenCdeC
    Under the patronage of Jom • Patron of Riverknight & Stildawn

  13. #13

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    Quote Originally Posted by Poach View Post
    Interesting to know work to replace GoT has been ongoing since the very start considering how GoT ended...

    You're also forgetting this thread. So was that entire poll the farce I thought it was, considering this current poll?
    This has been covered in discord.

    Quote Originally Posted by Lord William View Post
    i hardly consider gstk a fail, and though it has been done none are still alive today

    id also like to try Alfred the great against the heathen armies
    This is a high-late middle ages game, dark ages would require a complete overhaul of the systems we have in place. If you want such a game, you'll have to make it yourself I'm afraid, and find some likeminded people.

  14. #14

    Default Re: Medieval England Setting Poll - Post Game of Thrones

    I'll adapt and overcome, I don't like to sit games out

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