| 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).
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| 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.
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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.
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| 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.
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| 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.
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| 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)
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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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.
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| 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.
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| 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. |
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| 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)
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