Reputation (to replace Charisma)Reputation is the standing of your character (good and bad) towards other players and NPCs. Reputation grants a +1 to NPC rolls (or -1 to NPC rolls for bad reputation) (persuasion is what it mostly affects). Reputation is earned via mod discretion but gained, nonetheless, through actions performed by that character such as disputing a matter or winning a battle
Good reputation is the result of good deeds and outcomes. Makes vassals and the Church like you. However, a bad reputation can be viewed as either cruel (as in not liked) or feared (a good kind of bad reputation). Bad reputation, however, can make it hard for NPCs to like you and could encourage them, as well as players, to seek to overthrow said character. Bad rep tends to leave an effect on the asserted heir, but a good chunk can be removed by such actions
Knights and Holy Orders
Knights have a unique chance within the Holy Lands. This chance can result in the founding of a Religious Knightly Order within the Latin states of the Levant. Historically, these orders were founded on the principles of aiding pilgrims as well as the sick and poor. However, as time went on, their military prowess, financial riches, and immense holdings made them a powerful force within the Crusader States.
Orders are typically formed by knights with approval from the Pope or religious authority or the patronage of a ruler. Orders, early on, rely on charity from rulers, so please be generous to them. Land grants help towards their power, which will take money and manpower away from overall budget of that state. Orders require budget be spent on gaining knights or reputation to convince NPC nobles to have their troops join their order. Replenishment will require the same means if losses are incurred.
Powerful orders can become focal points of immense political influence and possible trouble. Rulers may seek to downsize them, but risk excommunication and loss of support from these orders. However, their professionalism and core of knights makes them highly valuable and desirable for campaigns.
Upon creating an order, the order’s founder is allowed 50 knights to start and a budget of 1,000 bezants to be used for recruiting more knights (a max of 100), to be used for building a castle, or more.
Knights
Knights will only cost for knightly orders as nobles will have their retinue of knights as well as knights brought up from the levies.
Knights can be bought separately or in groups. Individually, Knights are worth 10 per person while, in groups of 100, they will cost 1,000 to gain their services.
In general, there is still a cost to everything, based upon roleplay and will have a degree of mod discretion when it comes to price (especially if the projects are big ones, implemented by rulers). Think of stuff like road improvements, new roads, new castles, and so forth.
Building Projects
Similar to before, building projects will require funds. However, since there is no economic value to provinces, as before, money for these projects will come from player’s share of the budget.
Castles
1,000 for basic castle, known as a Rectangular Keep. Improvements, such as outer walls, inner walls, etc, will require roleplay and bezants to purchase.
Ex: if a lord wants to add a wall around his keep, a simple post or two explaining this improvement would yield what he wants. Cost for it must be reasonable, but not cheap. Moderation will keep an eye out for improvements and ensuring people aren’t cheating the system.
Castles were very Norman influence thus not very extensive
No more than an inner and outer wall, but more frequently just a keep
Budgets of Money and Manpower
Unlike previous settings, there will be no provincial values. Instead, each state will have its own budget of money and manpower. These numbers represent the total financial and military strength of each state which should be divided among players and NPCs, representing fiefdoms and vassals within each of the four Crusader states.
Note that this budget is not absolute, but can be gained and lost due to events within the game. If the Kingdom of Jerusalem expands, the budget is increased accordingly. However, if losses incurred result in land lost, moderation will adjust the budget based on the losses.
Starting Budgets (Money and Manpower) (in 1099)
- Jerusalem: 10,000 dinars a year and 7,500 men
- Antioch: 7,500 dinars a year and 5,000 men
- Tripoli: 7,500 dinars a year and 5,000 men
- Edessa: 5,000 dinars a year and 3,000 men
The Rule of One-Fourth
The rule of One-Fourth involves the lands, budget, and manpower of any state within the Levant. All rulers are entitled to 1/4 of the total for any of these three categories ensuring their dominance as the ruling family. This also represents the power of the ruling family as well. For a weak ruler may have the nobility seek to make this 1/4 entitlement be lessened, showing the rise of the nobles as the power of the state. Vice versa, rulers may seek to gain beyond the entitlement rule, representing a pursuit of greater royal power. Both of these have their benefits, but do have consequences. A ruler, controlled by the nobility, may cause loyalists to rise. A ruler, seeking greater royal authority, may antagonize the nobility and cause them to rise up against them.
Each grant, from the manpower side of budget, will have an x to x range for levying them. Each noble will be granted a maximum range, with a minimum range determined by moderation. An example being that the Lord of Jaffa can levy between 500 to 1000 men based off the land grant given to him (i.e. the manpower side of Jerusalem’s budget). As a result, when rolled, levies will be rounded to the nearest hundredth.
Levies will be composed of: 5% of knights, 10% of light cavalry, 20% of archers/crossbowmen, 25% of heavy infantry, and 40% of light infantry
All characters above the rank of knight will have a retinue of 50 knights, free of upkeep
Mercenaries
- As with a previous idea, there will be a thread for mercenaries in which a player will request the services of a company. Money from the player’s budget will be utilized as payment. There are several types of companies (light cavalry, archers/crossbowmen, heavy infantry and light infantry) that can accept this offer
- Players will have to state the bezants (currency) they offer and for how long. Alternatively, players may offer rights to sacking settlements conquered to the company in lieu of direct payment. However this option is risky because if the company is not satisfied or if they are blocked from sacking, they may likely leave or revolt against their employer. In addition, the player must request for how long they desire to have their services (a max limit of 4 weeks).
- An NPC will reply and accept or attempt to negotiate the price and/or the time.
|