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Thread: Reunited Kingdom, the Fourth Age RPG

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    Lucius Malfoy's Avatar Pure-Blood
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    Default Reunited Kingdom, the Fourth Age RPG

    After some long work these past few months, the Reunited Kingdom setting is ready for the board! Below are the necessary rules, lore, and maps created for this setting that may be viewed by all.

    A list of claims will be put down as well so please keep in mind of who you wanna play and where, based off the starting position map created. We hope you will join us for some LOTR fun soon!

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    This setting takes place in the 12th Century, Fourth Age, after a long line of successful High Kings that had made the Reunited Kingdom a proud and prosperous nation. However, after the death of Hyarmendacil II, the Kingdom has seen a decline in its royalty, ending up in the Dark Days of Eldacar II, who was once seen as the revival that the Reunited Kingdom needed so greatly, nothing more than a shadow of his former self and falling into a state of madness and despair. Without a proper heir to the throne, many ambitious claimants rise for their chance to claim the title of High King. With such circumstances plaguing the Kingdom, it seems a second Kin-Strife is about to begin...

    The High Kings of the Reunited Kingdom (credit to Barry Goldwater)
    Known as the Two Kingdoms, the Reunited Kingdom was founded at the end of the Third War and the conclusion of the War of the Ring. Before this time, there had been an attempt to reunite the kingdoms of Arnor and Gondor by Arvedui of Arthedain, one of the splinter realms of Arnor, and Aragorn's direct descendant. Though this attempt failed, the two realms would united, over a thousand years later, under the last of Isildur's heirs, Aragorn, later known as King Elessar Telcontar. As a result of this, the Royal House of Telcontar was founded and the two kingdoms were firmly brought back together, forming an immensely rich and powerful kingdom after the fall of Sauron. The Fourth Age, as it was proclaimed, would become known as the Age of Men as their rise was now unchallenged and the Reunited Kingdom served as the greatest of the Dominions of Men.

    1.
    Elessar Telcontar (‘Elf-stone Strider’)ruled 3A 3019 to 4A 120 (122 years) – THE Aragorn. Married the Elf-maiden Arwen, daughter of Elrond of Rivendell. No further explanation to his origins needed. His 122-year reign was largely spent on reconstruction, purging Orcs & other thralls of darkness in his lands, and the restoration of harmony, prosperity and order to the Reunited Kingdom, which had been sorely lacking most or all of these things for the latter half of the Third Age. His only act of expansion was to persuade the chiefs of the Men of Enedwaith to recognize him as their suzerain, creating an overland connection between Arnor and Gondor.

    2. Eldarion (‘Scion of the Eldar’)ruled 4A 120 to 4A 236 (116 years) – Only son of Aragorn/Elessar and Arwen. Married Emelissë Imrazôrionath, a daughter of Prince Elphir of Dol Amroth. Most of his reign was essentially an extension of his father’s, being a time of rebuilding and repopulation, with one significant exception: between 4A 202 and 209, irked by Easterling raids from the Brown Lands, he mounted a serious punitive expedition against them. The cautious Eldarion was unwilling to risk a major war and thus potentially undoing his and Elessar’s works of restoration, hence why this offensive was limited in scope to just securing Dagorlad and the Dead Marshes, but it featured an army exceeding 10,000 in number – a first for even Gondor in many years – and its success emboldened Eldarion’s heirs.

    3.Eldacar (‘Elf-helm’), later Hyarmendacil (‘South-victor’) Iruled 4A 236 to 4A 340 (104 years) – Eldest son of Eldarion and Emelissë. Married his cousin Aerinel Imrazôrionath, daughter of the Prince of Dol Amroth. He was the first High King to adopt an active foreign policy, backed by the rebuilt economy and booming population that he thanked his father and grandfather for. He was successful in reconquering Harondor from the Empire of Harad, which got him the moniker of Hyarmendacil or ‘South-victor’.

    4. Artamir (‘Noble jewel’)ruled 4A 340 to 4A 410 (70 years) – Eldest son of Eldacar/Hyarmendacil I and Aerinel. Married Hiril Húrinionath, daughter of the Prince of Ithilien. Aided his Rohirrim allies in crossing the Anduin and beginning the reclamation of Rhovanion from the Easterlings who had occupied it since 3A 2510. Eventually killed in battle with the Balchoth and Jangovars, two of the Easterling tribes of Rhovanion.

    5. Aranarth (‘Noble king’), later Rómendacil (‘East-victor’)ruled 4A 410 to 4A 521 (111 years) – Son of Artamir and Hiril. Married Esteliel Halboronionath, daughter of the Lord of Pinnath Gelin. Witnessed his father’s death on the end of a Balchoth lance and avenged him sevenfold by concentrating the full might of the Reunited Kingdom against the Easterlings, rapidly overwhelming western & southern Rhovanion and finally marching into Rhovanost, the ruined capital of the old kingdom, alongside his Rohirrim allies in 4A 500. For his deeds, he gained the moniker Rómendacil or ‘East-victor’.

    6. Aranuir (‘Eternal king’)ruled 4A 521 to 4A 630 (109 years) – Son of Aranarth/ Rómendacil and Esteliel. Married Míriel Minadirionath, daughter of the Lord of Lebennin. Reconquered parts of Haradwaith from the Haradrim and assisted the Rohirrim in simultaneously fending off a major Dunlending incursion and an Easterling counterattack into Rhovanion.

    7. Arciryas (‘Royal ship’), later Umbardacil (‘Umbar-victor’)ruled 4A 630 to 4A 745 (115 years) – Son of Aranuir and Míriel. Married Telenissë Mírionionath, daughter of the Lord of Lamedon. Completed the conquest of Haradwaith, built up the Reunited Kingdom’s navy and pushed further down the coast to Umbar, finally taking the city after a lengthy siege in 4A 688. Spent the rest of his reign defending his conquests from Haradric and Black Númenórean counterattacks, which kept him so busy that he was unable to intervene in a Rohirric civil war that resulted in the kingdom splitting into Rohan proper and Rhovanion along the Anduin.

    8. Aragost (‘Royal dread’), later Hyarmendacil IIruled 4A 745 to 4A 800 (55 years)– Son of Arciryas/Umbardacil and Telenissë. Married Elenwing Ausirionath, daughter of the Lord of Lossarnach. Faced attacks on every side without fear or hesitation, in order: putting down an Angmarim uprising against the Reunited Kingdom’s client-king among the Hillmen, helping Rohan fend off another Dunlending incursion and smashing the Dunlendings so badly that Dunland became his tributary, aiding the Men of Rhovanion and Dorwinion against the Easterlings, and stopping a Haradrim invasion that had overrun much of Haradwaith and laid siege to Umbar, the last of which earned him his new moniker. He was never defeated on the field, though he paid for his last victory with his life, and is considered the last great warrior-king of the Reunited Kingdom so far.

    9. Arahael (‘Wise king’)ruled 4A 800 to 4A 912 (112 years) – Son of Aragost/Hyarmendacil II and Elenwing. Married Almáriel Húrinionath, daughter of the Prince of Ithilien. Avenged his father’s death by expelling the Haradrim from Reunited Kingdom territory, but grew so heartsick of war that he committed himself to ruling forevermore in peace for as long as he lived. Released the Dunlendings from the tributary status his father had imposed upon them and did not interfere in the wars between Rhovanion, Dale, Dorwinion and the Easterlings. On the bright side, his peaceful reign saw renewed economic prosperity and population growth after the great wars of the last six High Kings.

    10. Araglas (‘Royal joy’)ruled 4A 912 to 4A 1020 (108 years) – Son of Arahael and Almáriel. Married Idril Imrazôrionath, daughter of the Prince of Dol Amroth. Having grown up in peace and luxury during his father’s long reign, he turned out to be an indolent glutton and inactive High King, preferring to leave day-to-day ruling to his kin and advisers rather than actually bestir himself to do anything. The only war he fought was a hasty intervention in favor of Rhovanion and Dorwinion when an Easterling invasion threatened the trade routes from the latter, and thus his supply of Dorwinrim strongwine – a war in which, incidentally, his oldest son and heir was killed.

    11. Eldacar II (‘Elf-helm’)ruled 4A 1020 to 4A 1140+ (120+ years) – Grandson of Araglas and Idril through his son Elendur, who died while Eldacar was still an infant. When his grandfather, Araglas, died, Eldacar was still a young adolescent. When the regency was declared, his mother ensured that capable ministers were appointed and educated her son. She died the year her son came of age. Though very young still, Eldacar proved to be a capable and just ruler who had the right kind of people around him. Soon after inheriting the throne he married the Prince of Ithilien’s daughter, Eléanoriel. The marriage proved to be very happy and at the same time popular with both the people and nobility. It seemed as if the realm was to enjoy a new golden age under the ‘beloved king’ as he was commonly referred to. The couple often travelled wide and far into their realm, making sure all territories were visited by the monarchs.

    After two years marriage a son was born, named Falastur. Two years later a daughter was stillborn and no more babies were born from that union. Though being defeated years prior to Eldacar’s reign, the Haradrim and Easterlings regrouped once more to exact full vengeance upon their hated enemy.

    Twenty years within Eldacar’s reign a minor plague descended upon Middle Earth once more. Scores of people died, but the most terrible loss was Eldacar's Queen, who succumb to the illness a year before it abated. It was at this point the High King began to change, the decline of his reign began with the death of his beloved wife. Slowly, year after year, he started to lose interest in state duties. More than often he spend entire days at the tomb of his deceased wife. All hope was now set on Prince Falastur to continue the direct line of Telcontar. It was much to the dismay that the regrouped Haradrim betrayed the kingdom by attacking Umbar, unfortunately at the time of the raid Crown Prince Falastur served in that city. He was not spared the fury of the Haradrim.

    Falastur’s death greatly distressed Eldacar who became increasingly restless and depressed. The king often isolated himself for weeks, cutting off any communications from the outside. More and more he became entire disconnected to reality the needs of his people and the state. This time period that personified the latter years of Eldacar’s reign were called the ‘Dying Years’.

    Now the king is nothing more than an old childless man who has lost any sense of reality. The sorrow and melancholy severely addling his mind to the point the king believes his son and wife are still alive and with him. Such a state of affairs can only lead to a bad ending…
    The Reunited Kingdom (in-depth) (Credit to Gandalfus)

    Gondor is divided into several administrative regions. The upper nobility, exclusively from Numenorean stock, govern their vast territories as authorities unto themselves, these fiefdoms having been granted to them in ages past for great service or close kinship to the royal house. In exchange, they raise men for the High King’s armies, pay him tribute, and take part in his councils. These feudal lords are few in number, but wield great political influence due to their military strength.

    Within the territories owned by the King reside the gentry, who are primarily Numenorean or at least partly so. Their lands and fortunes are much smaller than the feudal princes, though they are far greater in number. The richest and most distinguished of these lesser nobles make up Gondor’s political establishment; royal councillors, captains of the army, or as governors of cities and territories. In recent years, a greater number of Middle Men have risen to these positions, which has earned the contempt and ire of the more blue-blooded members of the royal court.

    Gondor:
    The heartland of the Kingdom. The High King’s personal domains are located around the capital of Minas Tirith and Osgiliath, on the banks of the river Anduin. Concentrated in this area are the wealthiest lands of the Kingdom, including the provinces of Pelargir, Dol Amroth, Ithilien, and Lossarnach. To the far south lie Harondor and Umbar, the unruly southron population ruled over by a small elite of Gondorian nobility. The Numenorean blooded Gondorian aristocracy dominate the political affairs of the kingdom, with the captains and courtiers proudly boasting of their descent from the old noble houses of Gondor or from those Dunedain that came from the north with King Elessar when he returned to reclaim his throne.

    Council of the Sceptre:
    The Council of the Sceptre is essentially the Council of Gondor that existed before the Return of the King. Headed by the King or the Steward of Gondor, it is made up of the most influential captains, courtiers and nobles of the kingdom, all gathered to provide advice to the monarch. It is by ancient precedent that the council votes upon decisions of import to the realm; a ruler would be considered unwise if they went directly against the will of the council.

    Arnor:
    The sparsely populated northern kingdom has still not recovered from the ravages of the Third Age, and still largely lies in the hands of Hillmen and Free Folk that have sworn fealty to the High King. Far from the centre of power, this region is managed by a Steward, who handles all the matters of day-to-day governance.

    Client and Allied Kingdoms:
    The Reunited Kingdom’s borders stretch further still to the east, though these regions are too far from the centre of power to be governed effectively. Autonomous kings and chieftains, having paid lip service to the High King, rule the territories east of Minas Ithil and Dagorlad in his stead. In recent times, with the power of the High King on the wane, these rulers pay scant attention to the wishes of their faraway suzerain and are usually squabbling amongst themselves for dominance.

    Map of Middle Earth (RK Setting)
    Hereditary Titles:
    Princedom of Dol-Amroth
    Princedom of Ithilien
    -insert various lordships-

    Appointed Titles:
    Military:
    Captain-General of the Tower Guard - traditionally the heir presumptive of the Kingdom.
    Captain of the Hosts - Supreme Leader of the Gondorian Armies.
    Admiral of the Fleet - Supreme Commander of the Gondorian fleet, governor of Pelargir.
    Captain of Gondor - Leader of a Gondorian Army, junior to the Captain of the Hosts.

    Administrative:
    Steward of Gondor - Chief Counsellor to the King, hereditary to the House of Húrin
    Captain of Osgiliath - Governor of the Royal City of Osgiliath
    Captain of Minas Ithil - Governor of the Royal City of Minas Ithil
    Captain of Cair Andros - Captain of the Royal Stronghold of Cair Andros
    Captain of Pelargir - Governor of the Royal Port of Pelargir
    Captain of Harlond - Governor of the Royal Port of Harlond (near Minas Tirith)
    Captain of Edhellond - Governor of the Royal Port of Edhellond

    Regions of the Reunited Kingdom (Credit to artist)
    Regions of Gondor (Playable)
    Anorien (Capital region)
    Lebennin
    Belfalas
    Tolfalas
    Lamedon
    Mornan
    Ithilien
    Lithland

    Regions of the Reunited Kingdom (Unplayable)
    Arnor, the North-Kingdom
    Cardolan
    Rhudaur
    Arthedain
    Nan-Forlamath
    Numeriador

    Enedwaith, the Great Wilderness
    Druwraith Iaur
    Dor-Wathui
    Hollin

    West Gondor, the Old Coast
    Andrast

    South Gondor, the Deserts of Harad
    Nen-Umbar

    Rómen, the Lands of the East
    Lithlad
    Dor-Rhunen
    Dorwinion
    Almuglorindor
    Menelothriand


    Maps
    Sorry cannot post this as images as they are too large. Here are the links to them!
    Map of Gondor (without grey areas)
    Map of Gondor (with grey areas) (this map shows the playable area)
    Regions of Gondor (without grey areas)
    Regions of Gondor (with grey areas)
    Starting Positions for Playable Characters *

    *Be aware that locations like Minas Ithil, Edhellond, Cair Andros, Osgiliath, and Pelargir are not able to be claimed as there are government positions that hold them and thus held by the royal family/government directly.
    *The positions with a number are landed Lordships while the Bel and Ith positions are for the two princedoms.
    Last edited by Lucius Malfoy; June 06, 2019 at 06:27 PM.

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    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    The Age of Men, a Reunited Kingdom and Fourth Age RPG
    - The City of Kings
    The Capital of the Reunited Kingdom and the Seat of the High King as well as the government

    - The Realm of Gondor
    The domains and holdings of Gondor where the nobility make their homes

    - The Lands Beyond
    The vast and wide domains of the Reunited Kingdom and even beyond the Dunedain dominion

    - Fields of Blood
    Battle calls, swords are drawn, banners raised and armies clash

    - Elrond's Library
    The Archive

    Character Rules

    - Each player can start with two families, one landed and the other unlanded family.
    - Alternatively, players may choose to take two of the same (two landed or two unlanded), but only with Moderator permission.
    - Each player starts with 2,500 gold and a villa (which can be turned into a Stone Castle) located within their starting territory.
    - Unlanded characters also start off with 2,500 gold and a villa located anywhere on the playable map or within a city.
    - Each landed family will have a starting territory of fifteen hexes (unless players are able to start off as one of the princedoms, which get twenty hexes at the start).
    - Death rolls for Dunedain begin at 80 while Middle Men and Swarthy Men descendants start at 60.
    Character Creation

    A major difference from previous character creation methods is the inclusion of a Questionnaire that will determine your characters background and necessary details.
    Be aware that the rule of a max of +3 for any trait at the start of the game is still in effect, so be aware of that while answering the Questionnaire itself.
    You may still be able to gain additional points through RP and reward from the Moderators.

    Skills

    1. Military Skills

    - Battles: +1 to battle rolls per level. Gained when a character wins an engagement against even or disadvantageous odds

    - 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.

    Questionnaire
    Heritage
    - High Men (Dunedain of the South (Gondorians), Dunedain of the North (Arnorians), and Black Numenoreans): You are descended from the Numenoreans of old. Your heritage is rich with that of the High Men and the kingdoms they created, thanks to the efforts of the Faithful. You are known for your height and long life. Your ancestors were noble and so you seek to to uphold their legacy. +1 to Battles or Wealth
    - Middle Men (Northmen, Rohirrim, Men of Eriador, etc): You are the Middle Men, those descended from the Houses of Edain, either the House of Bëor or the House of Hador. Though your life is shorter than that of the noble High Men, your people are known for their courage and their friendship with both Elves and High Men, who are the ancestors of the Edain. You have lived harsh lives, but are sturdy and stalwart as a result. +1 to Survival or Duel
    - Swarthy Men (Easterling, Haradrim, Dunlending, etc): It is said that your people were also once that of the Edain, descended from the House of Haladin, but Sauron and his mentor, Morgoth, once held sway over your ancestors. The dark stain on your ancestry makes many weary of your family, though you turned to the light and accepted the ways of the West. Your ancestors were considered to be barbaric and primitive. They fought for the Eye and died at the hands of noble warriors of the West. Though you have turned away from the Darkness, you are still looked upon with caution. +1 to Scout or Assassin

    Signs of the Aratar, the Exalted of the Valar (Each of these signs grants +1 point to any skill of your choosing)
    - Sign of Manwë: Wind is your element, your gaze is eagle-eyed, your intentions noble, and your compassion towards others unrivaled. Yet, you have a difficult discerning good and evil. Such a fault could lead to great misfortune.
    - Sign of Ulmo: Water is your element, your love for the sea is great, and your voice sings songs that echo across the land. Though you are friendly, you have a natural of being untamed. Just like the ocean waters, your mood swings high and low, resulting in fast friendships, but easily broken bonds.
    - Sign of Aulë: Your element is that of Earth, your skill in craft is majestic, and your ability to devise is beyond measure. However, you are impatient and have little time for remaining idle. This makes you an active person, but hard to make friends.
    - Sign of Oromë: You are a hunter at heart, the trees are your friends, and your love for horses and nature is akin to that of the Elves. A skilled tracker, you to get ahead of yourself due to your confidence in your own skill. As a result, you look down on others who aren’t as wise nor skilled as you.
    - Sign of Mandos: You are considered wise beyond your years, able to remember much and many with a simple glance. People come to you for advise and counsel, for your mind is full of knowledge. However, your personality is not the brightest. It is grim and cold, some think you are always unhappy and without heart. This is just merely a misunderstanding for those who do not know you well.
    - Sign of Varda: You were born with beauty and grace, you are easily loved by all and your person brings light to all. Yet, you are easily envied. Men and women alike curse under their breath, for their hearts are always jealous of your looks.
    - Sign of Yavanna: Your hands are good with nature, for as a young person, you once made a garden to brighten the home you were born into. You are loved by the common folk as you understand topics such as farming and livestock. As a result, your hands fear the sword and spear. You despise violence of all kinds. It is hard to make friends with warriors. You may be seen as an easy target as a result.
    - Sign of Nienna: Though you rarely smile, you are known for your pity and courage. You give comfort to those who grieve and those who desire company. You are a kindred spirit to those who are lost and without purpose. Yet, you are easily to display sorrow and grief. Despite your courage, people view you as weak and incapable. Thus you are looked down upon and mocked.

    Pursuits as a Youth
    - Traveler: As a youth, you had the yearn to explore and see the world. Your eyes have seen some place significant such as the Grey Havens and Edoras to the East, Isengard, Lake-town and Dale to the North, and even locations within your ancestor’s kingdom such as Minas Ithil and Pelargir. You are envied by those who have not seen what you have seen. +1 Charisma
    - Hunter: As a youth, you yearned for the forests and the beasts. You became an expert huntsman at a young age and proved your worth in many hunting parties that you were invited to. Your skill as a hunter and knowledge of game makes your friends both jealous and desiring of your knowledge. +1 Scout
    - Sailor: The seas and waters called to you ever since you were born. Your father got you a toy ship, modeled after the Numenorean vessels of old. You studied all sorts of books and scrolls of the Sea Kings and ventures across the open ocean. As a youth, you sailed down the Anduin and along the coast. The sea air has always been an element for calmness for you as a result. +1 Survival
    - Guard: It is the duty of any citizen to serve his King and Country, your father always said. Just like him and his grandfather before. You were groomed to handle a sword and shield, earmarked to one day become a great warrior. Due to your training, you were accept into a local town’s guard, a city guard, or perhaps a more prestigious appointment in a nobleman’s guard. +1 Duel

    Tales told by your Father
    - Elessar: All know of King Elessar Telcontar, who fought bravely through the War of the Ring and saw the rise of the Reunited Kingdom. The role he played during that time and after has been a model story that is told to many generations, young and old. As the founder of this kingdom, he is revered high and low, beloved beyond death, and viewed as a hero among heroes. +1 to Charisma
    - Kings of Arnor and Gondor: The Kings of Arnor and Gondor are a rich tapestry of history and legend that many within Middle-Earth know of. Valiant kings, wise rulers, experienced soldiers, and even the most hardened of villains exist within this very history that is told to all. Their legacy is still seen today in many places such as Minas Tirith and Osgiliath and they continue to serve as an example for future generations. +1 to Wealth
    - The Lord of the Rings: One of two tales that came from the region known as Hobbiton, written by the hands of Frodo Baggins and Samwise Gamgee. This tale speaks of the heroes, the villains, the victories, and the tragedies that eventually led to the Fourth Age and the end of Sauron’s darkness. It is a tale worth telling over and over again for there is much to learn from the exploits and deeds of those who fought to free Middle-Earth from the shadows of Sauron. +1 to Battles
    - There and Back Again: The second of two tales that came from the region known as Hobbiton, written by the hand of Bilbo Baggins. A tale of heroism and travel, it is also a tale that an unlikely hero and how he left the comforts of Hobbiton for the sake of adventure. Few have seen the Lonely Mountain of Erebor these days, but all have heard of its wonder and glory during the twilight age of the Dwarven race. However, those who have managed to visit Dale have seen its looming structure and wonder what Bilbo thought when he first saw it. +1 to Survival

    Notable Ancestor
    - Fought during the War of the Ring: Many centuries ago, a noble ancestor of yours took up arms to fight against the shadow of Sauron. Though their deeds may not be as great as those of Elessar, the Fellowship, or their allies, they still are revered, by your family, for standing against Sauron and his evil. No statue may commemorate their deeds, but they serve as an example for future generations. +1 to Battles
    - Served under one of the Great Victors: In most recent years, there were the Great Victors, the Victorious Kings, of the Reunited Kingdom. Your ancestor fought to the North against the Easterlings, in the South against the Haradrim, or against the many other enemies that have long plagued the realm of Telcontar. Your family honors their deeds and achievements for aiding in the Reunited Kingdom's struggles. +1 to Duels
    - Served under the Kings of Arnor or Gondor: Many centuries ago, as the story goes, a great ancestor, with sword and shield, stood against the trials that beset the Kingdoms of Arnor or Gondor. Perhaps they fought under Elendil during the Last Alliance. Another could be that they stood firm against the shadow of Angmar under the banner of Arnor or one of her successor kingdoms. No matter what, their deed is well remembered and the story told to serve as an example for future generations. +1 to Charisma
    - Served a Foreign King: Though the deeds of Dunedain shine bright, so does that of your ancestor. Whatever king they served under, whatever cause they followed, they are still revered and remembered for the battles they endured, the duels they won, and the achievements that tower, even today, over your family's name. +1 to Survival

    Heirloom
    - Sword and Shield: This pairing has saved the lives of the holder, many against harm, and struck down a number of foes. It is hard to say when it was crafted, but it has always been in your family's possession. Your father once said, always rely upon them for they have saved many and they will certainly serve you well. +1 to Duel
    - Armor: This beautifully crafted suit of armor has long existed within your family. Documents indicate its age, but there is no true source as to when it came into your family. Whatever the case, your father has remembered all its markings, indicating who had cut where. It has proven that this armor will certainly defend you well. +1 to Survival
    - Ancient Book: Whether it is in an foreign language or a language of your ancestors, this tome was brought into your family for a reason. It is a tale of heroes, a story of adventurers, an book that has educated youths for generations. Whatever this book holds, it has been a source of good advice to you. It is treasured by your family and will always remain with them. +1 to Charisma
    - Jewelry: Your family has jewels; rings, necklaces, the sort. Yet one stands above them all, in both beauty and craftsmanship. This piece is unlike any other and it uniquely crafted, ensuring that it has stood out for generations. It has been worn by your father and his father before him. Perhaps something inherited by your mother from her family. Wherever it came from, it is beautiful beyond compare and serves as a symbol of your family's legacy. +1 to Wealth
    Birth Rules
    Siring Children

    ATTENTION:

    Players MUST post the current ages of the two would-be parents.

    Order of rolls:
    Conception: d100
    Birth: d100 and d60
    Defects & Gifts: d100

    Conception
    Roll a d100. 30% base chance of conception, so 70-100 is a successful copulation. 91-98 equals the conception of twins, and 99-100, triplets.
    You can only have one successful childbirth every 5 RL days. If you fail at conception, you may try again in 2 RL days.

    The would-be mother’s age affects this. Aged 31-35 gives a -1, 36-40 gives a -2, 41-45 gives -3, and 46-50 gives a -4. 51 years and above thus require getting a 20/20 to successfully conceive. For Dunedanic women, the penalty begins at age 71-75. However, Dunedanic women are less fertile than Middle Women, and can only conceive a maximum of three children in their lifetimes (including stillbirths).

    If successful at conceiving a child, the child will be born in 5 RL days (so if you got the conception roll on a Monday, the child will be born on that Saturday), representing the 9 months it takes for pregnancy to progress.

    Birth Roll
    At that point (or earlier if you like), ask for a childbirth roll. This is one d100 to determine gender, 1-50 is a boy, 51-100 is a girl; and then another d60 to determine the outcome of the birth: 1-5 is death for both mother and child, 5-8 is a stillborn (or similar result), 9-12 is a stillborn that causes the mother to become barren, 12-15 is the mother dead but with a surviving child, 16-20 is the mother and child both surviving but the mother being rendered infertile, and 21-60 are perfectly fine births.

    If the mother is Dunedanic, she will not die in childbirth even with an extremely low roll, and her chances of giving birth to living offspring are higher than those of Middle Women. Instead, a roll of 1-3 will result in a stillbirth and infertility, 3-6 results in just a stillbirth, 7-12 results in the mother and child both surviving but the mother becoming infertile, and 13-60 are perfectly fine births.

    If the mother is aged below 18, add -10 to this roll. -20 if she is aged below 16. If the mother is 31-39, add -5 to this roll. If the mother is 40-45, add -10. -15 if the mother is 46-50, and -20 if the mother is 50. If the mother is Dunedanic, the penalty rolls begin at much older ages (-5 at 70-79, -10 at 80-89, -15 at 90-99 and -20 at 100+).

    Birth Gifts and Defects
    If the child survived, we roll a d100, to see if they have any gifts or defects.
    If the mother is aged between 31 and 35, add a -1 to the roll. If she is aged between 36-40, add a -2. Each increment of 5 years thereafter is thus worth a -1. Ex. a mother aged 52 gives a -5 to this first roll. The father also has the same effects when it comes to birth defects, and his age effect stacks with the mother’s. So a father and mother both aged 52 gives a -10 to the birth defect/gift roll. For Dunedanic mothers, these penalties begin at respectively the ages of 71-75 and 76-79 instead.

    Roll a d100. Subtract penalties from the age of the parents if applicable.

    1-2 Troublesome Blood
    3-4 Bad Organs
    4-6 Progressive Debilitation
    7-8 Developmental Disorder
    9-11 Autism
    11-12 Infertility
    13-14 Uncontrollable Convolutions
    15-17 Bad Skin
    18- 20 Growth Defect
    20- 23 Misshapen Body
    24-25 Aesthetic Deformity
    26- 60 Normal Child
    61- 80 Healthy Child; +2 against all diseases/plagues and natural causes death rolls. Females get +5 on birth rolls.
    81-85 is a strong child; +2 against all diseases/plagues and natural causes death rolls. Females get +10 on birth rolls.
    86-90 is a smart child; A free +1 to a skill of your choice upon the age of 16.
    91-95 is a genius child; A free +2 to a skill of your choice upon the age of 16 (may also be split up into 2 different +1’s)
    96-100 is a golden god of genius and strength; Two free +2's in different skills of your choice upon the age of 16 (may also be 4 different +1's). Females get +10 on birth rolls.
    Economic Rules
    Demesne of Nobles and Royals
    Each Hex is worth an amount of 100 gold which is yearly collected by the characters that own them. There are Noble and Royal hexes. Noble hexes are those controlled by the feudal and landed lords of the Reunited Kingdom while Royal hexes are those directly controlled by the throne and the royal princes.

    However, any hexes with Forested, Marshy, and Mountain terrain are subject to special rules in which they cannot yield any income unless a certain building is made (see building list below). However, this only affects Forest and Mountain terrain. Marshy has no building chain. Terrain with Rivers are unaffected, but still have a specific building chain.

    Royal Hexes also include the noble offices of the various Captains and Governors who are royally appointed by the High King or the Steward in cooperation with the Council in case the ruler is incapacitated. The High King may create royal offices at will while the Steward, in cooperation with the Council, can make suggestions which can be accepted or denied by the High King.

    In terms of Demesne, each landed noble (save the two princes) start off with twenty-five hexes while the princes start off with thirty hexes. Each may have a total of forty (subject to change) controlled by the head of each household. The gain of hexes can be achieved by grants given by the royal government, rewards from the High King, or purchased by noble themselves. For the latter option, a player may only buy a max of two hexes per year which are at a sale price of five to ten times what they are worth (750 to 1,500 for purchase prices). Purchases are public knowledge and are accepted unless denied by the High King, the Steward or the Council (this denial must be reasonable and can be overridden by mods). Any hexes not claimed by nobles directly are claimed by the High King and taxed directly by the government in Minas Tirith.

    Unlanded Income
    There are a means for those noblemen, knights, and other characters that are unlanded, ensuring that they can still make money without falling behind or being insignificant. How this is done is via an Economic Profession. Each house, that is unlanded, will choose an economic path that will grant money and boons via upgrading it. The paths are Mercantile, Mercenary, Urban, and Agricultural. Each branch will have a few steps before the next stage is unlocked, bringing forth a bonus for achievement.

    Upgrades are purchased once per year. Anytime a main character dies, his successor must restart the chain or can choose a new one.

    Anytime an unlanded character is given a title and land, they will lose the bonuses and progress of their trees. However, an unlanded character can refuse the grant if they so desire and a landed character could lose enough land to where they become unlanded themselves. Yet, due to the trees, they may still retain a degree of foundation and potentially regain what they lost.

    Unlanded Income Trees
    Mercantile
    Tier 1: 0
    Unlocks N/A

    Tier 2: 2,500
    Unlocks Income of 2,500

    Tier 3: 5,000
    Unlocks Income of 2,750

    Tier 4: 7,500
    Unlocks Income of 3,000 and +1 Wealth

    Tier 5: 10,000
    Unlocks Income of 4,000, +1 Wealth and a yearly roll for additional merchant income (roll as high as 2,500 and as low as 1,000. Rounded to the nearest hundredth.)

    Mercenary
    Tier 1: 0
    Unlocks N/A

    Tier 2: 2,500
    Unlocks Income of 2,500

    Tier 3: 5,000
    Unlocks Income of 2,750

    Tier 4: 7,500
    Unlocks Income of 3,000 and +1 Battle or Duel

    Tier 5: 10,000
    Unlocks Income of 4,000, +1 Battle or Duel and grants a unit of 100 men (archers, light or heavy infantry), free of upkeep, whenever you go to war/battle.

    Urban
    Tier 1: 0
    Unlocks N/A

    Tier 2: 2,500
    Unlocks Income of 2,500

    Tier 3: 5,000
    Unlocks Income of 2,750

    Tier 4: 7,500
    Unlocks Income of 3,000 and +1 Charisma

    Tier 5: 10,000
    Unlocks Income of 4,000, and a yearly roll for additional income (roll as high as 2,500 and as low as 1,000. Rounded to the nearest hundredth.)

    Agricultural
    Tier 1: 0
    Unlocks N/A

    Tier 2: 2,500
    Unlocks Income of 2,500

    Tier 3: 5,000
    Unlocks Income of 2,750

    Tier 4: 7,500
    Unlocks Income of 3,000 and +1 Wealth

    Tier 5: 10,000
    Unlocks Income of 4,000, and a yearly roll for additional income (roll as high as 2,500 and as low as 1,000. Rounded to the nearest hundredth.)
    Buildings and Purchases
    Building List (no more than 2 to 3 per week)
    2,500 Gold
    Tenant Homesteads: +5% land income
    Wooden Walls: +1 siege defence
    Castle Village: +5% land income
    Enlarged Keep: Increase garrison size by 50%
    Mustering Fields: +1 to levy call up rolls
    Armed Peasants: Add 5 bowmen and 5 footmen to base levy
    Local Blacksmiths: -5% to levy upkeep
    Fishing Village (Coastal holding only): +5% land income. Adds 5 ships to ship levy.
    Lumber Camp (Forest holding only): +5% land income. Adds 10 light infantry to levy.
    Small Mine (Mountain holding only): +5% land income. Adds 10 heavy infantry to levy.

    5,000 Gold
    Peasant Farmsteads: +10% land income
    Wooden Towers: +1 siege defence for caput
    Castle Town: +10% land income
    Food Larders: Increases siege holdout time by two days.
    Training fields: +1 to levy call up rolls
    Minor Barracks: Add 10 bowmen and 10 footmen to base levy
    Regional Blacksmiths: -5% to levy upkeep
    Small Fishery (Coastal holding only): +10% land income. Adds 10 ships to ship levy.
    Lumberyard (Forest holding only): +10% land income. Adds 20 light infantry to levy.
    Medium Mine (Mountain holding only): +10% land income. Adds 20 heavy infantry to levy.

    7,500 Gold
    Rented Estates: +10% land income
    Drawbridges: +1 siege defence for caput
    Castle Market: +10% land income
    Armoured Patrols: Increase garrison size by 100%
    Local Blacksmiths: +1 to levy call up rolls.
    Vassal Network: Adds 5 heavy infantry and 5 heavy cavalry to base levy
    Gondorian Smiths: -10% to levy upkeep
    Coastal Town (Coastal holding only): +10% land income. Adds 10 ships to ship levy.
    Lumber Town (Forest holding only): +10% land income. Adds 20 light infantry to levy.
    Mining Town (Mountain holding only): +10% land income. Adds 20 heavy infantry to levy.

    Great Projects
    The Council of Gondor, the High King, and the Steward may seek to construct grand projects to exemplify the Reunited Kingdom’s power and influence or to improve its lands. Such projects include improving roads between two locations, investing in mining operations, and building fortresses, similar to Cair Andros, at strategic locations. The cost and benefits are determined by the size and goal of each project. The more ambitious, the higher the cost and reward, but also the greater risk, pending the project. All of this will be determined by the moderators appropriately.

    Military Rules
    Types of Soldiers
    Unit Types
    Kingdom Militia: 1 point
    2 gold per man per week
    +5 in Rough, Hilly, and Wooded Terrain.

    Kingdom Bowmen: 1 point
    2 gold per man per week
    +5 if clean line of sight to massed formation
    -10 if firing into wooded terrain

    Kingdom Infantry: 2 points
    4 gold per man per week
    +10 against Cavalry if in a stationary formation.
    -2 in Rough and Wooded Terrain.

    Outriders: 1 point
    7 gold per man per week
    Can move across 2 Flanks, or move across 1 and fight in it, per Battle Round.
    -5 in Rough, Hilly, and Wooded Terrain.
    +2 to raid rolls

    Men-at-Arms: 4 points
    10 gold per man per week
    +10 against Cavalry if in a stationary formation.

    Kingdom Horsemen: 6 points
    15 gold per man per week
    +10 if clean line of sight to massed formation at close range.
    +10 if coherently charging across open ground (a coherent charge requires the Cavalry to have been unengaged in the previous Battle Round). -10 in Rough, Marshy, Hilly, and Wooded Terrain.
    -5 after 2 Battle Rounds in action. Cannot charge in Rough or Marshy Terrain, can only charge out of Wooded Terrain.

    AOR Units
    Guards of the Citadel: 8 points (only the King can recruit)
    30 gold per man per week
    +10 against cavalry if in a stationary formation
    +5 in rough, hilly and wooded terrain

    Knights of Dol-Amroth (Heavy Cavalry): 8 points (recruitable in Belfalas)
    30 gold per man per week
    Mounted unless dismounted in combat (must specify)
    +10 if coherently charging across open ground (a coherent charge requires the Cavalry to have been unengaged in the previous Battle Round). -10 in Rough, Marshy, Hilly, and Wooded Terrain.
    -5 after 2 Battle Rounds in action. Cannot charge in Rough or Marshy Terrain, can only charge out of Wooded Terrain.

    Coastal Cavalry (Light Cavalry): 4 points (recruitable in Anfalas)
    14 gold per man per week
    Can move across 2 Flanks, or move across 1 and fight in it, per Battle Round.
    -5 in Rough, Marshy, Hilly, and Wooded Terrain.
    +4 to raid rolls

    Guardsmen of the Roads (Light Cavalry): 4 points (recruitable in Anorien)
    14 gold per man per week
    Can move across 2 Flanks, or move across 1 and fight in it, per Battle Round.
    -5 in Rough, Marshy, Hilly, and Wooded Terrain.
    +4 to raid rolls

    Green Hill Spearmen: 4 points (recruitable in Pinnath Gelin)
    20 gold per man per week
    +10 against Cavalry if in a stationary formation.
    +10 in rough, hilly and wooded terrain.

    Lossarnach Axemen: 4 points (recruitable in Lebennin)
    20 gold per man per week
    +10 in rough, hilly and wooded terrain

    Pelargir Marines (Light Infantry): 2 points (recruitable in Lebennin)
    8 gold per man per week
    No malus for crossing rivers during battle, gains +5 with a successful river crossing
    +5 if fighting boarding action during naval battles

    Tolfalas Raiders (Light Infantry): 2 points (recruitable in Tolfalas)
    8 gold per man per week
    +10 in Rough, Marshy, Hilly, and Wooded Terrain.

    Rangers of Ithilien: 2 points (recruitable in Ithilien)
    8 gold per man per week
    +10 if clean line of sight to massed target formation
    +5 if firing into Wooded Terrain.

    Blackroot Vale Bowmen: 2 points (recruitable in Lamedon)
    8 gold per man per week
    +10 if clean line of sight to massed target formation
    -5 if firing into Wooded Terrain.
    Levying Troops
    Levies Each province has a base levy of 100 (10 Kingdom Horsemen, 15 Men-at-Arms, 20 Kingdom Infantry, 20 Kingdom Militia, 20 Kingdom Bowmen, 15 Outriders). A d10 roll after modifiers determines what percentage of the lord’s demesne is levied. Modifiers are applied via event/buildings and at the discretion of the moderators.

    It takes 6 hours for a levy for muster. The Lord must remain within his demesne whilst his levy is being mustered. Levies will stay raised for two years, after which they must be disbanded. Disbandment triggers a cooldown that lasts for one year.

    Scouting & Detection
    Scouting - Scouting is done on basis of shires/counties
    - Scouting can only be requested if Cavalry is in the army.
    - You may only scout one shire/county per 50 Cavalry in the army per 24 hours. If, for example, you have 99 Cavalry, you may only scout one shire/county; 100 would allow two.

    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.
    Detection Every army has a passive detection range of 1 hex away (thus 40 minutes of movement time away, if in England). By default, the armies become aware of each other as soon as they come into that range.

    If one party wishes to try and slip past this detection range of another army, they must undergo a detection roll. Base chance of doing so is 16/20, modified negatively by the opposing top commander’s scout trait. It’s also -2 for every 200 Cavalry in the opposing army; thus having 1600 cavalry or more in your army will reduce chances of being ambushed down to 0.

    This cannot be done if there has been a scout roll reporting your location with 60% accuracy or more and you have not moved to a different province since.

    If an army attacks another after successfully surpassing this passive detection, the sneak attacking army gets +4 to all rolls as with Surprise Attacks.
    Battles
    The Battlefield
    The battlefield is divided into 3 Flanks: Right, Centre, and Left. Forces will begin the battle arrayed in one of these three Flanks, but can move throughout the battlefield over the course of the battle.

    The Battlefield may have different terrain types covering some or part. For example, a battle in a valley is likely to have Rough Terrain on one or both Flanks, a battle near or within a forest may have Wooded Terrain in some or all areas. For complex battlefield, a basic map may be posted.

    Units will perform drastically differently depending on terrain. Cavalry, for example, will operate very poorly in Rough or Marshy Terrain, while Light Infantry will excel in these areas. In addition, heavy units (Heavy Infantry, Heavy and Elite Cavalry) will quickly tire and, as such, must be used to maximum effect in decisive strikes.
    Fighting the Battle
    Fighting a Battle

    Armies will be divided into Battalions, commanded by a Character. This Character may be player-controlled or NPC. Characters with Traits that give them bonuses commanding certain troop types only gain their bonuses if their Battalion is all or mostly (90%+) of that unit type.

    These Battalions will be posted to a specific Flank to start the battle, and given orders by the Army or Flank commander, or both. It is up to players whose orders, if any, they follow. It is up to players whose orders NPC characters sworn to them follow (eg a Reach Lord will do what a Tyrell tells him to do, regardless of whether the Tyrell is the appointed Flank or Army commander). If no orders can be sources(eg the Army, Flank, and Battalion commander all fail to suggest a movement in a reasonable amount of time) then the moderator will decide a reasonable course of action, which may be to remain stationary.

    A Battle will last for a maximum of 5 Battle Phases. How many Flanks and Battle Phases are used will be decided by the controlling Moderator, depending on how important the battle is, how large the armies fighting are, how many players are participating, and whether the wider game is lagging behind real time or not.

    In each Battle Phase, the players controlling Battalions will decide their next move and tell the moderator, who will take each Battalion's moves and decide what the outcome will be (eg if an infantry battalion is trying to charge into the enemy archers, but enemy light cavalry has been told to attack the infantry, it is most likely that the cavalry will intercept the infantry). After each Battle Phase, the moderator will decide whether troops engaged in combat will break and run, or continue to fight. Casualties suffered, the weight of numbers pressing against them, the quality of the troops, and the skills of their commander will all be considered. Levied light infantry is far more likely to break and run if the odds are stacked against them, while a Lord's personal bodyguard will almost always fight to the death to preserve their liege's life.

    Casualties per Battle Phase are limited to 10%. In small battles where there are only one or two phases, the standard cap of 25% will be used.

    Assigning more than 1 Battalion to the same task may result in penalties as coordinating multiple independent units in the chaos of a Medieval battlefield is inefficient. This will depend on the task, the units being used, and how they might interact in attempting to complete the task. For example, assinging both Archers and Infantry to attack enemy Infantry may result in some of your own soldiers being hit by the arrowfire, but assigning several Battalions of Infantry to attack the same enemy unit is unlikely to cause detrimental clashes. Heavy Cavalry, if charging into the rear of already-engaged enemy units, may run through them and into your own forces, causing casualties. So on.

    Rolling a Battle:

    The Moderator will roll with the following formula for each of the different combats between Battalions (sometimes more than combat for each battalion) for each phase.

    * * *
    [Score of Soldiers] * [d10 Roll] = Score. Repeat for both sides. Winner with the highest score.
    Winner dead: ( [Lower Score] / [Higher Score] ) * [Number of Soldiers]. Dead capped at 10% of [Lesser Force]
    Loser dead: ( [Higher Score] / [Lower Score] ) * [Number of Soldiers]. Dead capped at 10% of [Lesser Force]

    In small battles where there are only one or two phases, a casualty cap of 25% should be be used.

    * * *

    Major Notes:
    Almost NEVER should any cavalry be rolled in a melee against a whole corps of infantry, but only a portion of that infantry that would be either equivalent in number or men or smaller (preferably). Having them fight a whole battalion or flank of men at once defeats their purpose. Their advantage goes away if they cannot attack stragglers and isolated targets.
    Archer rolls are done with casualties only falling on the target. Contests between two different groups of archers should be done as two different combat formulas.

    Concluding a Battle

    At the end of the battle, when the last Battle Phase is concluded, a winner will be declared if both armies are still on the field fighting. It may be declared an inconclusive draw if both armies control significant parts of the battlefield and are not being threatened with a rout or with becoming surrounded and cut off from retreat. In this case, the end of the battle comes with nightfall and both forces break off and retreat to their camps, and may either electively withdraw in good order or resume with a new battle the following day. Night raids may be considered, depending on whether there are any troops fresh enough to mount one.

    If the battle reaches a point where one army is clearly overwhelmed or broken apart, the Moderator will halt the battle and declare one army the winner. The losing army will then retreat, either in a rout (causing casualties) or in good order, depending on whether the victor is able and willing to pursue. As such a hard-fought battle may not result in the defeated force being routed, as the victorious enemy may have fully committed to the battle itself and his Cavalry may be exhausted and disorganized.

    Whether a rout occurs will depend on the victor's Cavalry: Men-at-Arms with the -5 malus for exhaustion will not chase down routing troops. Hobelars and Mounted Archers bogged down in any type of non-Open Terrain will not chase down routing troops. d20*[Pursuing Cavalry] casualties will be inflicted in a rout, capped at 50% of the routing troops.
    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.
    Post-Battle Condition Rolls
    Post battle condition rolls are not modified by survival and are done with a d-100
    1-2 death
    3- permanent wound no survival modifier on the disability table
    4-6 permeant wound using survival modifier on the disability table
    7-12 Major wound (Mods choice: comma or bedridden for 3 IRL days)
    13-20 Serious Wound (Mods Choice: -3 to Duel, Survival, or Battle traits for 2 RL days)
    21-30 Minor Wound (Mod pick -1 to duel or survival for 2 irl days)
    31-40 Captured if on the winning side a d20 is rolled a 6+ is free
    41-100 Free and unharmed

    Disability table, not modified by +Survival. Trait points made redundant by rolls here are not refunded.

    1-5 Disfigured. -10 Charisma. Character's face is badly maimed (on a level similar to Sandor Clegane's), making them unsightly.
    6-10 Crippled (Arm). Cannot Duel, -10 Survival if participating in a Battle. One of the character's arms is rendered useless, rendering them unable to effectively defend themselves.
    11-15 Crippled (Leg). Cannot Duel, can still Joust. Cannot command Infantry, only Cavalry.
    16-20 Old War Wound. Begin death rolls every year henceforth. Starting at 2/20, with +2 every 5 years. If the character is already of age for death rolls, +2 henceforth.
    Castles and Sieges
    Castles
    Castles are a vital defense for the Reunited Kingdom. A number of them were constructed by previous High Kings and many were rebuilt during the time of Elessar to regain control of reclaimed territories. They are used, not only as fortified residences of nobles, but to help tame the lands under their control and protect them. Castles are usually positioned at strategic rivers, roads and geographical positions to give them the advantage against enemies.

    There are two stages of these constructs: Stone Castle and Stone Fortress. These cannot be built out of this order as the Stone Castle serves as a foundation for a Stone Fortress.

    The tiers of castle are:
    Stone Castle (2,000) - Grants +3 siege defence and +2 to levy rolls in the province it is constructed in. Takes 1 week to construct.
    Stone Fortress (3,000 upgrade) - Grants +5 siege defence and +4 to levy rolls in the province it is constructed in. Takes 1 week to construct and requires a Stone Castle for upgrade.

    The above defensive & levy bonuses are not stackable, and can only be used from one upgrade.

    Castles have a base garrison of fifty men. These cannot be moved out from the castle:
    10 kingdom infantry
    20 kingdom militia
    20 kingdom bowmen

    Fortresses have a base garrison of seventy-five men. These cannot be moved out from the castle:
    20 kingdom infantry
    25 kingdom militia
    30 kingdom bowmen

    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.

    Conducting a Naval Battle
    Posting your Fleets
    1. Each hex that borders an ocean hex has the chance to levy 5 ships (per hex) to form a fleet. These ships are capable of ocean and river travel. However, certain locations have the chance for a larger ship levy. Below are the certain locations:
    - Pelargir has twenty ships
    - Dol-Amroth has fifteen ships
    - Edhellond has fifteen ships
    - Osgiliath has ten ships
    - Umbar has twenty-five ships

    2. 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.

    3. 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.

    4. 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.
    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

    Rolls will be done until one player has rolled 16-20 and the other player has not. In other words, a flawless hit on the shield that is not matched by the opponent results in the opponent being unhorsed.

    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)

    Note: Each 'province' has a base garrison of twenty men. This number can be improved through building upgrades.

    1-5, the garrison are caught completely by surprise and no defense can be mustered. Proceed straight to a Loot Roll.
    6-10, the garrison musters a weak defense, but in the chaos do not send riders to report the attacking banners. Proceed to Raid Roll.
    11-15, the garrison musters 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 troops to retreat to the closest friendly castle (if applicable) taking all their valuables with them. The castle must be captured in order to loot the province. Proceed to perception roll. If there is no castle, a field battle is rolled.

    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 d5, 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. If a force larger than 20 men is present, this is the phase in which they fight your own men.

    Loot Roll

    Roll a d20, with the outcome x10 in % being the loot you gained. Each hex has a base income of 100 gold per year.

    In addition, gain +5% 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 +30% (600 men) and +2% 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).

    Once a province has been raided, the victim's manors may be occupied, so long as no hostile forces remain there. Occupied provinces bring in 50% of their base income per annum so long as they remain under your control. It takes two years for an occupied province to become officially 'owned' by the occupant.

    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 be subject to a battle with the garrison or local force if applicable.

    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 councillors, and begins plotting rebellion. Reasons for rebellion will be strictly vetted, and if it is suspected that players are creating noble houses solely for 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.

    There is nothing wrong with rebellion as long as it is conducted with valid IC justification. The only time the moderators become concerned is when Out of Character reasons begin to pollute In Character decision making, so ensure that your character's reasoning and goals are entirely consistent with the way that you have been portraying them. Whilst this goes for all actions, rebellion has the greatest ramifications upon the game and thus must be analysed the most carefully.
    Last edited by Lucius Malfoy; June 12, 2019 at 05:11 PM.

  3. #3
    Lucius Malfoy's Avatar Pure-Blood
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    Default

    Claims list
    - King Eldacar II (could be NPCed) (claimed by Della)
    - Claimant 1 (see below) (claimed by Dirty Chai)
    - Claimant 2 (see below) (claimed by Jokern)
    - Claimant 3 (if necessary, see below) (will be claimed by Barry Goldwater if no one else does)
    - Steward of the Reunited Kingdom and Prince of Ithilien (claimed by Oz and Della)
    - Prince of Dol-Amroth (claimed by Gandy)

    Claimant Backgrounds
    - A nephew via a sister of Eldacar II (background claimed by Dirty Chai)
    - A cousin descended from the brother of Arahael (background claimed by Jokern)
    - A cousin descended from a child of Aranuir
    - A cousin descended from a child of Aranarth
    - A distant relative who has lineage with one of Eldarion’s sisters (he had two of them)

    Please be aware that the moderators have discussed this, but we will not be taking claimants who aren't members of House Telcontar. The reasoning behind this is that there were two (or three) occasions where there were Queens of Numenor, yet their heirs remained members of the House of Elros and not a new royal family that took the father's name. This means that males would marry into the royal family of their wives rather than the other way around. Granted, there are no instances of Queens in the following Arnor and Gondor, but would probably still allow female descended claimants to take the throne.

    ========================

    Lordship Claims
    Lordship of Pinnath Gelin: Barry Goldwater
    Lordship of Lamedon: Lucius Malfoy
    Lordship of Tolfalas: Xion
    Lordship of Anfalas: Jokern
    Lordship of Linhir: Zeus
    Last edited by Lucius Malfoy; June 08, 2019 at 08:50 PM.

  4. #4

    Default Re: Reunited Kingdom, the Fourth Age RPG

    I'd like to play as the steward, cause I'm a hard-working .

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

  5. #5
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    Staking my landed claim for the Lord of Pinnath Gelin, a descendant of Hirluin the Fair.

  6. #6
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    Della has told me his claims are on Steward and King Eldacar. Gandy desires to be Dol-Amroth.

    Right now, I will place my claim on the Lordship of Lamedon as a descendant of Angbor the Fearless.
    Last edited by Lucius Malfoy; June 06, 2019 at 12:22 PM.

  7. #7

    Default Re: Reunited Kingdom, the Fourth Age RPG

    I'll put in a tenative claim on location 14, Tolfalas.

  8. #8
    Dirty Chai's Avatar Dux Limitis
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    I'd like to play the nephew of Eldacar II. Perhaps his father is a major chieftain in Arnor (probably in the Angle in Rhudaur, or in Hollin), so the character himself is unlanded.

  9. #9
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    In the event that nobody takes it, I'll use up my landless claim on the cousin descended from Arahael's brother.

  10. #10
    Jokern's Avatar Mowbray of Nottingham
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    Quote Originally Posted by Barry Goldwater View Post
    In the event that nobody takes it, I'll use up my landless claim on the cousin descended from Arahael's brother.
    Hope you don't mind, but I'm interested in claiming the same character. I guess he would be unlanded, then.

    For landed character, I'll lay my claim to the Lord of Anfalas, descendant from Golasgil.

  11. #11
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    Quote Originally Posted by Jokern View Post
    Hope you don't mind, but I'm interested in claiming the same character. I guess he would be unlanded, then.
    No prob, I was just concerned that we'd start the game with only one PC claimant. If you're gonna claim this cousin, I won't contest it.

  12. #12

    Default Re: Reunited Kingdom, the Fourth Age RPG

    I will be RPing a descendant of Lothrandir, a member of the Grey Company. Lordship of Linhir
    And if Belfalas Lordship for free, I will stake claim on the Lordship with Linhir as my base

  13. #13
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    Quote Originally Posted by Barry Goldwater View Post
    Staking my landed claim for the Lord of Pinnath Gelin, a descendant of Hirluin the Fair.
    To clarify my earlier claim, judging from this map of Gondor I think Pinnath Gelin is #10 on the starting positions map.

  14. #14
    Mary The Quene's Avatar Praeses
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    Default Re: Reunited Kingdom, the Fourth Age RPG

    In case i get the king, i will claim a descendant of Halbarad as an unlanded char. He'll probably be played as a (dunedain) ranger whose ancestors have vowed to stick with the old ways of the rangers before they settled down.
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