Second Sphere

Enclave => Online Roleplaying => Topic started by: Wargamer on August 06, 2013, 03:25:08 pm

Title: The King's Court [Rules / Signup]
Post by: Wargamer on August 06, 2013, 03:25:08 pm
Okay, big posts ahead! Let's spoilerify it! :P

(http://i5.photobucket.com/albums/y198/Wargamer/KingsCourtMap1_zpsd051b375.png)
The current map of the world. I'll update as we go!

[spoiler=Factions]
Atlia: Atlia is the nation the players serve. It is divided into four provinces; Nothria, Dascia, Gallica and Frankia. The capital city, Atlas, lies in Frankia.

Atlia inherited the heartlands of the ancient Roma Empire, and once was far grander than its current borders show. However, land has been lost - West Frankia and Suttria are now brigand-infested lands, warred over by men loyal only to themselves. The Vinri and Visi tribes have also claimed land that was once Atlian.

Vinland: In times gone by, the people of the Vinland province were known as the Nori; feared warriors who pillaged and burned their way across the map. Eventually, civilized men drove them back to the cold north (though Nothrians are often quite proud of their Nori heritage). The Vinri are not barbarians, but they are still proud warriors. Though few in number, their courage and ferocity make them fine soldiers, and in defense their greatest ally is the land itself - more than once southern army has been broken by winter snow.

The Vinri worship animal spirits and are seen as backward by most, but if united they could potentially surge south and reshape the map forever.

Visland: The Visi emerged at the fall of Roma as Atlia did. Unlike Atlia, they did not prosper. They lost much of their land to the Goths, and have very much been dragged into the modern world unwillingly. They are allies of Atlia, after a fashion; they are simply too weak to be enemies of the Kingdom.

Gothland: Gothland is a realm in ascendance. As Atlia lost ground over the past forty years, Gothland gained new territory. Smaller nations were absorbed, the wildlands tamed, and now it is a nation to rival Atlia. Perhaps, even, to surpass it.

Naturally, rivalry between the two nations is fierce and unending. There can be no peace between them; only a ceasefire as both sides lick their wounds and raise new armies.

To date, there has been no conflict between the two for the past three years...

Roma: A ruined empire, Roma is technically still a nation, but it lives in the shadow of its successors. It's people cling to the past and dream of rebuilding their former empire. None of its neighbours believe this will ever happen. Roma's military is large, but antiquated. Their generals are uninspired men of poor breeding; they are not seen as a threat by the King or his court.

Grecia: A nation of traders, Grecia dominates the Southern Sea and their merchants bring all manner of bizarre and wondrous things from lands beyond the known world. They are somewhat threatened by the Goth, but have wealth enough to maintain vast armies of Free Company to protect their holdings.

Some fear that Grecia may ultimately prove a dangerous foe and should be crushed swiftly. Others see the nation as a valuable ally and a source of wealth. Opinions are divided, and as such little is accomplished either way.

Celtland: A backward, savage place, Celtland's savagery and barbarism are matched only by the inexplicable failure of every attempt made to conquer it. In the past three hundred years no less than seven nations, large and small, have tried and failed to break the Celts. The heads of slain generals still stare back across at the mainland...

Wildlands: Much of the world defies categorization. It is said the Known World contains a hundred nations, from grand Atlia to lands as tiny as a single city. They are collectively known as the Wildlands, or "Brigundia", as many are little better than bandit camps who've declared themselves nations.

Despite the often dismissive attitude toward the Wildlands, individual territories can be truly formidable, and those ignorant of the complex web of alliances within this territory can find themselves at war with a formidable force indeed.

[/spoiler]

[spoiler=Mechanics]
Characters are generated using the following stats:

Combat: How good you are in one-on-one fighting. This includes combat sports like jousting.
Endurance: How tough you are. Not only makes you harder to kill in battle, but harder to kill through sickness, poisoning and general misfortune.
Wounds: A crude metric, but it works. When you hit 0 wounds you risk death or permanent injury. Wounds heal over time. Injuries... might not. Be careful.

Leadership: How well you lead your people in civil matters - keeping law, organising your kingdoms, etc. This is a non-combat skill.
Command: How well you lead people on the field of battle. You can (and probably will) have high Command but low Leadership, and vice versa.
Diplomacy: How well you can convince other powers to follow your cause.

In addition, you have two other stats. These are not so readily defined and so are kept distinct.

Reputation: This is your standing with the current King.
Piety: This is your reputation with the current Pope.

When called upon to make a test on a stat, you simply roll the appropriate number of dice (usually 2d6, but may be higher or lower) and apply any modifiers. If your stat score is equal or less than your dice roll you've succeeded.

For opposed rolls (ie: player A attacking player B) both players roll 2d6 and add their appropriate stat. The winner is the player with the highest result.
[/spoiler]

[spoiler=Classes]

When generating your character you may choose to re-roll any single stat. If it is your first character, you may also choose to swap a single stat for its average value (D6 becomes 4, 2D6 becomes 7, 3D6 becomes 10, etc). This may be done before, after or instead of your re-roll.

Knight of the Realm:
You are a feudal ruler in charge of a small domain. As well as providing men at arms upon command, you are expected to fight at the behest of the King when the order is given.
Combat: 3D6 discard lowest roll, then add +1.
Endurance: 3D6 discard lowest roll, then add +1.
Wounds: 2D6+1.

Leadership: 2D6 pick highest.
Command: 2D6.
Diplomacy: 2D6 pick highest.

Domain: You control a single territory, rolled for randomly.
Forces: You command a single Tier 1 regiment.

Hereditary Baron:
You were born and raised in a position of power, groomed for rule from an early age. Your family is of considerable importance to the nation, and your rivals know it.
Combat: 2D6.
Endurance: 3D6 discard lowest roll.
Wounds: 2D6+1.

Leadership: 2D6.
Command: 2D6.
Diplomacy: 2D6 pick highest, then add +1

Domain: You control a single territory, rolled for randomly.
Forces: You command a Tier 1 regiment.

Ordered Knight:
You have given your entire life to the Order. You exist solely to serve their goals. You serve at court as a representative of the Order.
Combat: 3D6 discard lowest roll, then add +2.
Endurance: 3D6 discard lowest roll, then add +2.
Wounds: 2D6+2.

Leadership: D6
Command: 2D6+1.
Diplomacy: 2D6 pick highest.

Domain: Your Order controls a Keep.
Forces: Your Order commands a unit of Foot Knights or Mounted Knights.

Captain of the Free Companies:
War is a good way to make money, and some men become so good at it that they can command power and influence beyond their birth. Sell-swords represent such people; common born warriors turned military commanders, or exiled, dishonoured Knights who have found a new calling in life. Your presence at Court reflects the considerable power and influence your particular Free Company has amassed.
Combat: 2D6.
Endurance: 3D6 discard lowest roll.
Wounds: 2D6+1.

Leadership: D6.
Command: 2D6+1
Diplomacy: 2D6 pick highest.

Domain: You control no territory.
Forces: You command a single Tier 2 regiment.

Priest:
No nation can stand against the will of God. Or the Gods, depending on which priest you ask. Either way, your purpose here is to provide spiritual guidance, and safeguard the souls of your people. And, perhaps, to remind them the church needs a new roof...
Combat: D6.
Endurance: D6.
Wounds: 2D6-1.

Leadership: D6.
Command: D6.
Diplomacy: 2D6+2.

Domain: Your Church controls a single territory, rolled for randomly.
Forces: Your Church has no forces.

Woman At Court:
Women at court are there to be married off, or perhaps to offer advice to their husband. The laws forbid women from inheriting land or title - their power is tied, inexorably, to that of their father or husband; whichever male happens to have ownership of them. Perhaps that will change in time, if the right men can be convinced...
Combat: D6.
Endurance: D6.
Wounds: 2D6-1.

Leadership: D6.
Command: D6.
Diplomacy: 2D6.

Domain: You have no land of your own.
Forces: You have no forces of your own.
[/spoiler]

[spoiler=Attributes]
Players may roll three times on the following table. With each roll you may choose to either roll a new ability, or roll to replace and old one. Duplicates stack.

Successor characters roll once on this table.

2 - Old Wound: War, sickness or cruel misfortune dealt you a terrible blow at a young age. Though you have ignored it before, it has worsened of late. You have a Crippling Injury.
3 – Plague Victim: For six months you lay in bed and vomited blood. That leaves a mark. You start with -2 Wounds.
4 – Battle Scarred: You have seen battle, and you have bore its terrible touch. +1 Combat, -1 Wound.
5 – Racist: Hating foreigners is not only common, but sometimes a vital part of being popular! +1 Diplomacy with locals, -2 Diplomacy with foreigners.
6 – Man of the People: Through genuine goodness or talented lies, you have convinced the common man to follow you. +1 Leadership.
7 - Experienced: You have been around. Combat characters gain +1 Combat; non-combatants gain +1 Diplomacy.
8 - Silver tongue: A sharp tongue is more dangerous than any blade. -1 Combat, +1 Leadership, +1 Diplomacy.
9 - Bloody Minded: There is no problem that cannot be solved with an axe. +1 Combat, +1 Endurance, -1 Leadership, -1 Diplomacy.
10 – Leader of Men: Where you go, others follow. +1 Leadership, +1 Command, +1 Diplomacy.
11 – Hard Worker: You know what you want, and you’re willing to work for it. +1 to any skill you choose.
12 - Bizarre Oddity: Wait, what? The result of this roll is at the mercy of the DM – Gods help you!
[/spoiler]

[spoiler=Domain Generation]
To generate your starting domain, roll 2D6 and consult the following:

2 - Swampland: Cold, stagnant waters make growing crops hard, and disease is rife. You suffer an increased chance of famine and plague.
3 - Wasteland: Your homeland is a barren, inhospitable place. You suffer an increased chance of famine.
4 - Wilderness: Dense forests or other uncharted places are a perfect place for bandits. Your territory is at increased risk of attack and unrest.
5 - Warzone: Constant strife has plagued your lands, but the upside is a steady flow of fighting men. You suffer an increased chance of famine and plague.
Your personal regiment is one tier higher than normal. If you have no personal regiment, you gain a single regiment of Light Infantry or Light Archers.
6 - Plains: Rolling lands of reasonable fertility and prosperity. You gain no bonuses or penalties.
7 - Hills: Poor for growing crops, the undulating hills are the home to goats and hardy cattle. Your lands give you bonuses when defending them.
8 - Farmlands: Your land is rich and fertile; perfect for crops or cattle. Your lands are resistant to famine, and may generate trade goods (see Trade Hub).
9 - Fishery: Be it the ocean or a major river, the waters of your land teem with life. Your lands are resistant to famine, and may generate trade goods.
10 - Trade Hub: Your major settlement lies at a confluence of major trade roads, and the coffers are always full. You generate Trade Goods – these give bonuses to leadership and diplomacy when dealing with people who want / need your goods.
11 - Port: Be it the ocean or a major river, your port ensures trade and commerce flows. Your port generates Trade Goods (see Trade Hub).
12 - Keep: Your lands are home to an impressive fortification, and you have raised standing armies to match. Your lands give you bonuses when defending them.
Your personal regiment is one tier higher than normal. If you have no personal regiment, you gain a single Tier 1 regiment.

When first creating your character, you may roll twice on the table and pick the result you want to use.
[/spoiler]

[spoiler=Regiments]

The exact details of each regiment are left up to the player; all that matters is their tier. Sample units are given below.

Tier 1:
Light Infantry (sword / spear militia, leather or no armour), Light Archers (bow or light crossbow militia, no armour).

Tier 2:
Heavy Infantry (trained sword / spear infantry), Heavy Archers (trained bowmen / crossbowmen), Light Cavalry (mounted spearmen).

Tier 3:
Sergeants (trained troops, mail armour), Heavy Cavalry (mail / partial plate), Missile Cavalry.

Tier 4:
Knights, Mounted Knights.

Tier 5:
Knights of the Inner Circle, Mounted Knights of the Inner Circle.
[/spoiler]

[spoiler=Ranks and Titles]
For martial characters, the progression is as follows:

Squire.
Knight - starting rank.
Baron.
Count.
Earl.
Duke.
Archduke.
King.

For religious characters, the progression is as follows. Note that whilst the titles used are Catholic, that does not mean the nation needs to be - or, indeed, that it needs to have a single religion! Players who want to use a different religion, or invent their own, are also free to create suitable titles. Just ensure the rank structure remains the same for progression purposes.

Deacon.
Priest - starting rank.
Bishop.
Archbishop.
Cardinal.
Pope.

For Knightly Orders, progression is a bit different and will depend on the nature of the Order. However, a sample progression is given here:

Knight Errant - starting rank.
Ordered Knight.
Knight of the Inner Circle.
Master.
Grand Master.

Rising to higher ranks generally means more power and influence, and being demoted likely means you are falling from favour.
[/spoiler]

More stuff to come soon, including attribute tables, territory generation! For now, you can begin by rolling stats and producing background.
Title: Re: The King's Court [Rules / Signup]
Post by: The Man They Call Jayne on August 06, 2013, 05:56:38 pm
I will take the sell sword when I get home. Then I can work on it in more depth.

Also, will there be any special skills for each class? Otherwise you may as well just pick the guy with the highest possible statline.
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 06, 2013, 06:00:33 pm
I'll write up my lady of the court later.
Title: Re: The King's Court [Rules / Signup]
Post by: Scout Sergeant Mkoll on August 06, 2013, 08:58:07 pm
I will write up a Knight tomorrow. Not sure if I want to be Realm or Order just yet. :P
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 06, 2013, 10:37:08 pm
I will take the sell sword when I get home. Then I can work on it in more depth.

Also, will there be any special skills for each class? Otherwise you may as well just pick the guy with the highest possible statline.
Each class will get slightly different flavours to them. For example, a Free Company Captain doesn't have any land whatsoever, but gets pretty good troops to call upon.

Currently penning up all the options for land and the character traits. ;)
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 06, 2013, 10:43:42 pm
Lady Bethany Kovarian

Combat: 5 (http://invisiblecastle.com/roller/view/4164005/)
Endurance: 1 (http://invisiblecastle.com/roller/view/4164008/) I'll swap this to average. 4
Wounds: 3 (http://invisiblecastle.com/roller/view/4164017/)

Leadership: 3 (http://invisiblecastle.com/roller/view/4164012/) + 1 = 4
Command: 4 (http://invisiblecastle.com/roller/view/4164013/) + 1 = 5
Diplomacy: 3 (http://invisiblecastle.com/roller/view/4164018/) Re-roll! 11 (http://invisiblecastle.com/roller/view/4164038/) + 1 = 12

Attributes:

Roll 1: 4 (http://invisiblecastle.com/roller/view/4164127/) Battle Scarred) Replace with:
Roll 2: 10 (http://invisiblecastle.com/roller/view/4164128/) (Leader of Men) (Modifiers already added to stats)
Roll 3: 5 (http://invisiblecastle.com/roller/view/4164130/) (Racist, +1 Diplomacy with locals, -2 Diplomacy with foreigners.)


Baron Edward Kovarian

Combat: 7 (http://invisiblecastle.com/roller/view/4164841/)
Endurance: 4 (http://invisiblecastle.com/roller/view/4164843/)
Wounds: 11 (http://invisiblecastle.com/roller/view/4164845/) Re-roll! 9 (http://invisiblecastle.com/roller/view/4164854/)

Leadership: 9 (http://invisiblecastle.com/roller/view/4164846/) + 1 = 10
Command: 3 (http://invisiblecastle.com/roller/view/4164847/)
Diplomacy: 7 (http://invisiblecastle.com/roller/view/4164849/)

Domain: 7 (http://invisiblecastle.com/roller/view/4164852/) Hills
Forces: Light crossbow regiment

Attribute:
6 (http://invisiblecastle.com/roller/view/4164853/): Man of the People (Modifier added to stats)

Bios:
Lady Bethany is the only child of a minor noble. She was married at the age of 17 to her current husband Edward, who inherited her parents' land upon their deaths. Now 22, she and her 25 year old husband are the Baron and Baroness of Kovaria. Edward is a quiet, intelligent man with a good head for numbers, although he is fairly naive when dealing with people. Bethany is quite the opposite meanwhile, as she has quite the gift for persuasion and politics.
Title: Re: The King's Court [Rules / Signup]
Post by: The Man They Call Jayne on August 06, 2013, 10:45:46 pm
Captain Rowan Forthwind of the Blackstar Free Comapany.

Male
Age 46

A man used to a life of strife and hard graft who worked his way relentlessly to power, the services of him and his men can be brought for the right price. His loyalty is to his men first and his employer second. Once a contract has been approved he will fulfill it to the letter before accepting another. If his new contract asks him to attack his previous employer, so be it, it is just a job.

Rowan rarely forms personal relationships with people, but he is jovial and often easy to get along with which endears him to his men and to potential employers. His opinion for a tribe or clan extends no further than if he has been paid to protect them or wipe them out.

Only twice has someone tried to back out of paying him and his men and they were both found in tragic circumstances with their entire family dad around them and they gold reserves significantly reduced.

He does the job, and then he gets paid.

Combat: 9
Endurance: 9
Wounds: 11
Leadership: 4
Command: 13
Diplomacy: 5

Stats updated to account for Attribute.

I rolled poorly for Diplomacy, so I switched it out for my Average. And I rolled again for Command because 4 just wasn't going to work.

Forces: 1 Regiment of Heavy Infantry (trained sword / spear infantry), Heavy Archers (trained bowmen / crossbowmen), Light Cavalry (mounted spearmen).

Attributes: Leader of Men (rolled 3 times for that)

Anything I am missing let me know. Im not sure what kind of gear we are meant to be having yet. Ideally I would want a good solid chestplate and pouldrons nothing too heavy on the legs. Weapon wise a Langes Messer for a primary and a Messer in the off hand and a nice heavy mace for a secondary.

I don't know how personal the combat will be though or if we are simply going to be fighting on a company scale where gear has no real impact.
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 07, 2013, 12:11:21 am
Attributes, domains and regiments are added! :)

Anything I am missing let me know. Im not sure what kind of gear we are meant to be having yet. Ideally I would want a good solid chestplate and pouldrons nothing too heavy on the legs. Weapon wise a Langes Messer for a primary and a Messer in the off hand and a nice heavy mace for a secondary.
Your character is a Captain of some renown, so he can grab a lot of good gear. Mechanically it won't matter too much, so feel free to splash out. ;)

Quote
I don't know how personal the combat will be though or if we are simply going to be fighting on a company scale where gear has no real impact.
Players won't be punished for their choice - you're meant to be playing experienced people, so it seems a bit strange if you didn't know how to handle yourself. ;)
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 07, 2013, 12:32:05 am
As a woman of the court, can I have a husband from the start or must I find one as part of the RP? Also, if I get one at the start should I roll anything for him?
Title: Re: The King's Court [Rules / Signup]
Post by: The Man They Call Jayne on August 07, 2013, 12:36:37 am
Ok so with a command of 13 it would be technically impossible for me to fail on a 2d6, so is the max 12 or will that manifest as some kind of modifier?

Oh, and what constitutes "Missile Cavalry"? I see Heavy Archers in tier 2, but Missile Cavalry in 3. Are they mounted heavy archers or are they something more?
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 07, 2013, 12:38:51 am
Ok so with a command of 13 it would be technically impossible for me to fail on a 2d6, so is the max 12 or will that manifest as some kind of modifier?
At a guess I'd say a nat 12 is an auto fail. A command of 13 would help if you had modifiers.
Title: Re: The King's Court [Rules / Signup]
Post by: The Allfather on August 07, 2013, 01:56:59 am
I'll also put a placeholder in and write something up tomorrow!
Title: Re: The King's Court [Rules / Signup]
Post by: Eagle eye on August 07, 2013, 02:30:57 am
ill write up a priest character

edit

Arnoldo braker
age 36
He is a holy priest of the Temple Of Helia goddess of the sun he was born to a impoverish family. when he was twelve he joined The Temple of helia after his family was wiped out by bandit raid.
during his time in the temple he focused on helping all who take sanctuary in the temple he then at the age of 30 he was raised to the possition of priest and was invited by the king to be the voice of Helia

combat d6 (5)
endurance d6 (4)
wounds 2d6 (7)

leadership d6(6)+2
command d6(3)+1
diplomacy 2d6+2 (13)+ 2

attributes

-experienced +1 Diplomacy.
-leader of man  +1 Leadership, +1 Command, +1 Diplomacy.
-hard worker +1 to any skill you choose.

domain 11 - Port: Be it the ocean or a major river, your port ensures trade and commerce flows. Your port generates Trade Goods (see Trade Hub).
forces none
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 07, 2013, 09:19:11 am
Forces: 1 Regiment of Heavy Infantry (trained sword / spear infantry), Heavy Archers (trained bowmen / crossbowmen), Light Cavalry (mounted spearmen).

You only get one regiment - the list was intended to give examples of what you might take. ;)

As a woman of the court, can I have a husband from the start or must I find one as part of the RP? Also, if I get one at the start should I roll anything for him?
Your character can start married. You can roll for him if you like - use the rules for creating a successor. He'll act as an NPC under my control though, unless he is seriously weak-willed and inept! :P

Ok so with a command of 13 it would be technically impossible for me to fail on a 2d6, so is the max 12 or will that manifest as some kind of modifier?
In fixed checks, a 12 is an auto-fail. In opposed roles, however, that score of 13 will be very useful!

Quote
Oh, and what constitutes "Missile Cavalry"? I see Heavy Archers in tier 2, but Missile Cavalry in 3. Are they mounted heavy archers or are they something more?
Mounted archers, but also capable men in hand to hand combat. Basically, a strong all-rounder force of men.

Heavy Archers could represent anything from archers in heavy armour to English Longbowmen style troops, heavy crossbowmen or possibly men with composite bows - basically, any Archer style unit that is likely to be able to make a mess of anything short of a full-plate equipped soldier.
Title: Re: The King's Court [Rules / Signup]
Post by: The Man They Call Jayne on August 07, 2013, 09:30:42 am
Ok, In that case I will have a regiment of proper English Longbows. Even full plate was no garentee of survival against skilled archers armed with bows of that power.

Presumably they will have some hand to hand skill as well? No point having archers if they are going to get slaughtered by anything that managed to survive the hail of arrows :P

My services are of course, for hire to anyone with the money to do so :)
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 07, 2013, 11:07:16 am
My character sheet has been updated to include a husband. All I need now is to write up a bio for my characters.

As a woman of the court, can I have a husband from the start or must I find one as part of the RP? Also, if I get one at the start should I roll anything for him?
Your character can start married. You can roll for him if you like - use the rules for creating a successor. He'll act as an NPC under my control though, unless he is seriously weak-willed and inept! :P
Well, he has a lower diplomacy than Lady Bethany, does that count as weak willed? Even if I can't directly control him I assume I can influence him with opposed diplomacy rolls.
Title: Re: The King's Court [Rules / Signup]
Post by: InsaneTD on August 07, 2013, 12:33:35 pm
I'm thinking about joining still. do have one question, if I rolled up the first domain, would I be able to start a perfect to drain and improve it?
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 07, 2013, 03:36:34 pm
Well, he has a lower diplomacy than Lady Bethany, does that count as weak willed? Even if I can't directly control him I assume I can influence him with opposed diplomacy rolls.
His stats don't make him weak-willed, but they do make him a terrible military commander. That's kind of unfortunate given his station. :P

And yes, you can indeed attempt an opposed diplomacy roll whenever he doesn't do what you want. That's the fun of being married! ;)

I'm thinking about joining still. do have one question, if I rolled up the first domain, would I be able to start a perfect to drain and improve it?
It's your land (assuming you play a class that owns it) so you can attempt to rework it as you see fit.
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 07, 2013, 10:01:47 pm
It is kind of amusing that his wife is the more compentent commander of the two.
Title: Re: The King's Court [Rules / Signup]
Post by: Scout Sergeant Mkoll on August 07, 2013, 10:26:58 pm
name: Arthur Nash
Class: Ordered Knight
Order: Knights of the Westfold Pass

Age: 24

Born the second son of a farmer in the Western Marches, Alfred was always going to end up in the military in one fashion or another. It wasn't a law, it was just the way of it, the first sons inherited their father's trade, and the land that came with it. The second sons became soldiers to defend that trade. As a result of this Alfred was always playing "soldier" with others of his age in the village, and several of those who were older too. He was forever covered in cuts and bruises, but never backed down. That determination, combined with his natural speed resulted in him being chosen by the Knights at the age of 10 by the venerable Gwain Greyhelm when the local Orders came to collect any potential recruits. Over the next 5 years as a Page Alfred was taught everything he could learn about fighting, both with sword and bow, usually the hard way. At 15 he became a squire and then, at 19, he was elevated to the rank of Knight of the Order.

Alfred Nash (http://invisiblecastle.com/roller/view/4165356/) Rolls here don't include modifiers, they're calculated below.

Combat: 11
Endurance: 9  (Includes +1 for Hard Worker)
Wounds: 12

Leadership: 5
Command: 11 
Diplomacy: 5    (all 3 include +1 for Leader of Men)

Reroll result (included above): Wounds (http://invisiblecastle.com/roller/view/4165362/)

If I can reserve my averaging of a stat for my backup character I'll do that. If not I'll apply it to Leadership.

Trait rolls (http://invisiblecastle.com/roller/view/4165372/)
Results: Racist, Leader of Men, Hard Worker.
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 07, 2013, 10:32:54 pm
The "average" cannot be carried over between characters I'm afraid. ;)

Also, do you have something in mind for your Order's general goals and ideologies? If not, I'll provide them.
Title: Re: The King's Court [Rules / Signup]
Post by: Scout Sergeant Mkoll on August 07, 2013, 10:43:21 pm
Alright, I'll edit my Leadership to 5 then with that in mind. No sense losing out on it. :P

My Order are charged with defending the Westfold Pass, a mountainous pass between Atlia and (insert country name here). In the last war between the 2 countries the Knights of the Westfold Pass were a major influence in Atlia's victory and so they received some much needed interest, and of course funding, as a result as their fame had been fading throughout the realm prior to that. They're highly humanitarian, and will do everything they can to protect the people in their charge, but are sensible enough to draw the line at suicide missions. Those they can't save, they avenge.


So basically I'd like them to be fairly well equipped (as a result of the funding bonus) but lacking in top quality spare equipment as most of said funding went on repairs and replacements for gear that was too badly damaged to be fixed.
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 07, 2013, 10:49:28 pm
Once everyone that's going to join has joined, it might be a good idea to try and make a map of the country. Just so we can see who our closest neighbours are and the like.
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 07, 2013, 11:08:00 pm
Way ahead of you... but because I'm lazy I'm just going to paint over a map of Europe. :P

Oh, and Mabbz; what territory does your husband have? May want to roll for it. ;)
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 07, 2013, 11:12:18 pm
I did roll for it, it's all in my character post. Kovaria is apparently full of hills.
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 08, 2013, 12:03:11 am
Map and nation info added. :)
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 08, 2013, 09:01:51 am
I was actually thinking of a map of Atlia, but this works too. Should we choose whereabouts our lands are? I'd like to be on the western edge of Gallica.
Title: Re: The King's Court [Rules / Signup]
Post by: Eagle eye on August 08, 2013, 01:12:32 pm
i would like to be in roma just seems to suit a priest character
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 08, 2013, 09:38:54 pm
He could be from Roma if you like, though it may have side-effects. :P
Title: Re: The King's Court [Rules / Signup]
Post by: Scout Sergeant Mkoll on August 08, 2013, 10:04:21 pm
*sigh* I apparently hail from the land of the Frogs. Could I, perhaps, have been drafted from across the Channel? Or at least more Germanic territory? :P
Title: Re: The King's Court [Rules / Signup]
Post by: Pilum on August 08, 2013, 11:03:47 pm
I'll happily join in - or at least make a character. Only problem is I'm away for a week from the 17th - if that would be a problem then I'll bow out...

That said, here's my chap (or interesting NPC, as above). A Knight of the Realm, I think...

Combat: 10
Endurance: 9
Wounds: 8
Leadership: 6 (7)
Command: 4 (5)
Diplomacy: 3 (4 (6/0!))
Domain: Fishery
Attributes: Racist, Leader of Men and... extra-racist!

Well, that's intriguing! I'll edit in the stat modifiers...

Sir Perrin de Bartoz, Knight. Unmarried.
Age: 27
Demesne: Merlon, a small coastal manor in southern Frankia.
Retinue: With GM's permission, marines. Lightly armoured (if at all) men willing to fight with bow and with blade, but uncomfortable in formal, set-piece battle, to hopefully balance the dual capability. Annoying skirmishers (pirates!), effectively. As we're ultimately a Warhammer fan site, perhaps an analogy to Dark Elf Shades or old Tilean Duellists would be apt, in style at least..? If you think that's too OTT a combination for T1, Wargamer, then simple militia would do the trick.


The Southern Sea seems a paradise. Beautiful weather, fine wines, abundant crops, fair maids... But paradise can be a terrible place to live. Piracy and raiding is a fact of life. Perrin knows this all too well - God knows he's done his share. And to be honest, it's been virtually a duty to enrich himself at the expense of two-faced Grecians who offer trade but bring war and short measures, vile Goths (who do, at least, generally sail under their own flags), treacherous Suttri and Westerners. Even the Romans can't protect their whole coastline at once! Those effete swines had one thing right though - their legacy. The Southern Franks were prime recruiting grounds for the Navy, and the lessons stuck. The men of Bartoz are comfortable in running battles, perhaps less so in more formal conflict.

So Paradise has wrinkles, but opportunity abounds. A few ships, some good men and a younger brother can set himself up very well indeed, especially if savvy enough to be generous with the loot haul - or you could launch a disastrous expedition to the (North African - perhaps Magreb? Barbeyan? Moorid?) Coast which ended with his elder brother washed overboard while they desperately ran for home. Sad, but did at least gain him Merlon. Two years on, his social prospects now look much improved, hopefully including legitimate heirs, even if his freedom of action now seems - on the surface, at least - much curtailed.
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 09, 2013, 08:41:30 am
*sigh* I apparently hail from the land of the Frogs. Could I, perhaps, have been drafted from across the Channel? Or at least more Germanic territory? :P
Eh, it uses the real world map, but not real nations. Think of it as an alternate history 12th/13th century that diverged somewhere around the end of the Roman Republic. As such, your bloodlines can be more or less what you want. :P

I'll happily join in - or at least make a character. Only problem is I'm away for a week from the 17th - if that would be a problem then I'll bow out...
It won't be a problem. While you're away we can simply find an excuse for your character to take an extended leave of absence.

As to the Marines... I think they could work. For balance purposes, your initial batch will be effectively militia who get a bonus when fighting on board ships or raiding coastlines, but are weak in open conflict.
Title: Re: The King's Court [Rules / Signup]
Post by: Pilum on August 09, 2013, 02:36:08 pm
As to the Marines... I think they could work. For balance purposes, your initial batch will be effectively militia who get a bonus when fighting on board ships or raiding coastlines, but are weak in open conflict.

You've summed up in a sentence what I so blatantly failed to do in a paragraph of babble!
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 11, 2013, 10:08:28 pm
Will update tomorrow. It's been a long weekend and my head isn't working tonight.
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on August 12, 2013, 09:28:23 pm
Before I post, I have some questions (they should be common knowledge)

1) Are any of the Princes married? If so, what about children? I imagine Bethany, as a married woman, being more likely to fraternise with their wives.
2) Have they recently had any problems or successes I would know about, especially ongoing ones?
3) Does the King have any daughters?
Title: Re: The King's Court [Rules / Signup]
Post by: Wargamer on August 12, 2013, 09:46:13 pm
Before I post, I have some questions (they should be common knowledge)

1) Are any of the Princes married? If so, what about children? I imagine Bethany, as a married woman, being more likely to fraternise with their wives.
2) Have they recently had any problems or successes I would know about, especially ongoing ones?
3) Does the King have any daughters?
1) Carl is married and will have a son and daughter come of age soon. Aleksander was married and has a young (pre-teen) daughter, but his wife has since passed and he is available again. William is unmarried and seeking a suitor.
2) Carl has had no recent achievements or failures of note, save perhaps that the Vislanders have established a foothold in Nothria.
Aleskander is pushing for major economic reforms and trade links that would greatly increase the wealth of the nation if successful.
William has yet to make a name for himself.
3) No, at least none that are still alive or within the kingdom.
Title: Re: The King's Court [Rules / Signup]
Post by: Eagle eye on September 04, 2013, 03:31:51 am
that feeling when people are fighting in duels and your just chilling out watching it happen
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on September 04, 2013, 08:33:59 am
I'd post something about chatting with you, but I can't think of a reason for Beth to talk to a priest.
Title: Re: The King's Court [Rules / Signup]
Post by: Mabbz on September 18, 2013, 07:57:58 pm
Hey Wargamer? Are you still alive?
Title: Re: The King's Court [Rules / Signup]
Post by: Eagle eye on September 23, 2013, 02:24:45 am
Hey Wargamer? Are you still alive?

he might be busy in the realzies