Kingdoms of Rheagonn: Norsia
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"And so it was, that in their grievous sin, the people's of Rheagonn drank freely the blood of the Gods, giving unto them great powers. Affronted, the Gods left their children, to despair in the doomed world they had created. The world burned in the fires of blasphemy, great kingdoms of those who thought themselves gods sprawled over the world; to rise and fall with the turning of the centuries... All turns to ash."
~ The Chronicles of Light, Book Two
Chapter One
The Fall of Beron
* * *
Chapter Two
Dawn of a New Reign
Lores and Histories of Norsia
Nordic Pantheon
The Voyage of Hjaldr, Blessed Amongst Men
Welcome to Norsia, an ailing kingdom nestled upon the crown of the continent of Nirn, in the world of Rheagonn. Ages ago, over two thousand years, mortals declared war upon the Gods, jealous of their power, and seeking to steal it for their own. The Gods retreated from the world, leaving the people's of Rheagonn to destroy each other with their usurped magic. After an age of Darkness, where constant war and strife reigned, Elves, Orcs, Dwarves and Men finally began to seek peace, building kingdoms across the lands in order to keep peace and power. One such kingdom is Norsia.
Odin, The All-Father, the greatest of the Gods gave birth to Thor, a great God born in the All-Father's image. Thor lived among mortal men and taught us the ways of the Warrior, to live by a code of honour and strength. His jealous brother, Loki, took what was taught and twisted it, embracing shadows and darkness, he imparted to us the way of the Crow, to strike silently and deadly. Many others instead wished to follow Odin himself, nurturing the rheag and prospering from its gifts, following the way of the Patron. It is these three Gods that Nords worship and live by. By embracing and respecting these three paths, perhaps we can find forgiveness for the sins of our ancestors.
Their is no real objective in Norsia other then what you make for your own. Do you wish to become King? Sit upon the Royal Council? Conquer the lands of your fellow Jarls? Or build a Nord Empire spanning the continent? Perhaps you just wish to live in peace? The choice is yours, and expect the world to change and react to your decisions. The mechanics to the game are fairly simple, but before we get into that, first you need to sign up.
Signing Up
This is the kingdom of Norsia. As you can see, for the most part, it is a blank slate, waiting for your dynasty to move in and fill your fiefdom with settlements and terrain. Based on what you would like for your territory, I will fill in the map accordingly. After you decide which territory you wish to rule, fill out a character sheet and post it here...
Jarl(ess): The name of your ruler, and main character
Path: Way of the Warrior (bonus to battle rolls), Way of the Patron (bonus to loot roll), or Way of the Crow (special stealth order every turn). The path of your Jarl is set for the tenure of their rule. If you wish to try another path, you must IC a new Jarl coming to power.
Household: The minor characters of your house, such as your spouse, children and vassals. A Jarl typically has up to two Arls serving under him, as well as a number of Thanes, the Nordic version of Knights, and Thralls or slaves.
Dynasty Bio: A brief description of your ruling dynasty. Unlike other kingdoms, the strong rule in Norsia rather then bloodlines, so it may be typical to see power being shared by many different families over the course of the generations.
Province Name and Number: State the number of the province you want, followed by the name
Fiefdom Bio: A description of your land, please be as specific as possible so I may fill out the map, giving rivers, lakes, terrain and up to 3 major settlements, you may even wish to provide your own map here for me to emulate.
The Jarlmoot
Each season of the game will start with a Jarlmoot, a gathering of the Jarls where they discuss and debate issues facing the kingdom. It is here that Jarls can propose wars, trades, laws, and general administration of Norsia. Players can expect events of some kind to be central to the Jarlmoot, players may also wish to bring forth their own events pertaining to their realm to fit in with their IC stories. Following the Jarlmoot, which closes after a week RT, players submit orders to me through PM.
Orders
Typically player get two types of orders, Military and Diplomacy. Military orders are tasks given to your army per season. Be aware that your army needs to rest and reform ranks after prolonged use. Morale will decline after a battle, and you risk losing your entire army should a demoralized army is put to the field. Your army is your main tool for projecting your power throughout Rheagonn. Use them to raid and pillage, or conquer or destroy a rival.
Diplomacy is your main source of income, and is a broad term for administering your realm to make gold. This can include anything from trade with another player, organizing a grand hunt or a tourney, to throwing a wedding for your daughter. This order can be nearly anything you can imagine and earn you gold.
Crows also have a special stealth order they may issue each turn. This order has a fifty/fifty chance of success and failure runs the risk of exposure throughout the realm, so use this order wisely. Assassinations, ransoms, sneak attacks, any order that requires secrecy can be done here.
Players given a seat on the King's Council also get a special order per turn, but more on that later.
Please format your orders in the following way,
Character Name Orders for turn 1,
Military - order 5000 troops under the command of Arl Frostbane to attack Jarl Alfdor
Diplomacy - Throw a great hunt to slay the feared dragon Visroth in the mountains of Misthigh
Try and be brief, yet include specifics that you would like me to include in the update.
Stats
Players should keep an eye on their stats in order to gauge their best course of action per turn. Stats are kept fairly simple, and just serve to supplement your ICs.
Player:
Trait: Warrior, Patron or Crow
Titles: Rank, Lands held, and council seats are listed here
Gold: Each player begins the game with 50 chests of gold
Army: Player's begin the game with 5000 troops
Navy: Players begin the game with 10 Longboats, with a capacity to carry 100 troops each
Fort Level: Player can upgrade their fiefdom's defenses by building holdfasts and castles that will slow invaders and buy you time to defend your realm. Players start at level 0, with each level
Infrastructure: Upgrading your infrastructure, such as farm expansion, building towns and roads etc. will make the lives of your people better, and thus make more willing to fight under your banner. Each level increases your army by 5000 troops.
Magic
Magic exists in Rheagonn, though few can wield it. Magic exists through IC only and is not represented by stats, and should be kept small scale. Summoning beasts and ice shards is reasonable, but waking whole armies of undead is a bit much. Use your own judgement when writing about magic, i just ask you keep out of the realm of god modding. You can be a powerful mage, but you are still mortal, and not invincible.
Magic is power usurped from the gods thousands of years ago. Today, only the descendants of those who waged war on the Gods are able to wield magic, and even then, intense study is needed to perfect the art. Guilt has carried on through the bloodlines at stealing power from the creators and sending them to flight from the world. Many seek to atone by using the power of Magic for good, or not at all.
The Combat System
The combat system in Rheagonn is fairly simple. Armies form three flanks against each other. Each flank throws a combat roll, plus any trait bonuses attributed to the leaders of each flank. The higher roll wins the battle and goes on to the next round, until the last flank stands victorious. Though Warriors have a bonus to battle rolls, this in no way guarantees victory. Crows may plot to steal enemies' bonus battle rolls, and wealthy Patrons and Jarls may hire mercenaries to supplement their forces. Despite advantages gained through your traits, the battles of Rheagonn are based upon the luck of the die.
For example, here we have two armies facing off. On one side is the king Varian of Gothra. With him are two of his vassal armies, a Saxon and a Gothic duke. Their enemy are the fallen Dwarves of Highathar led by King Logain. Though Logain has no player vassals with him, his army is still split into 3 flanks, led by his character, and his NPC vassals. The NPC's do not earn trait bonuses, giving an advantage to the side with more Warriors. However, this is offset by schemes or mercenaries purchased that can bolster the flanks with up to one bonus roll each.
Patron, 1 combat roll...................Patron, 1 combat roll................Warrior, 2 combat rolls
Mercenary Company.....................King Logain Deftspear..................Master Grimbeard Rockhammer
Strategist, 2 combat rolls................Patron, 1 roll..........................NPC, 1 combat roll
As you can see, the Goths are content with Wilhelm's Warrior trait to win the battle, whereas Deftspear, lacking the same in his force, appeals to the tactics of mercenaries, earning him a bonus roll and evening the odds.
Spending Your Gold
There are several things which you can buy and upgrade in order to strengthen your position in Norsia. It does not take up an order, military, diplomatic or otherwise, to make purchases with your gold. So feel free to buy units and upgrades along with your usual orders.
Mercenaries
Mercenaries are purchased for 25 gold per turn, and number 1000 troops. Not only do they add a warrior bonus to any battle, they also act as a buffer, shielding you against casualties for up to 1000 troops.
Longboats
Unlike troops, that are cheaply recruited among your populace, Longboats need to be built, requiring resources to purchase and shipwrights to pay. Longboats are built in blocks of 10 and cost 10 gold.
Fort Level
A 50 gold investment allows your stewards to construct holdfasts and castles to better defend your realm, slowing invaders and inflicting heavier casualties on those that dare cross your border.
Infrastructure
Investing 100 gold to increase your level will boost your army by 5000 troops. The gold goes to expanding your settlements, building towns and farmlands and improving the quality of life for your people
The King and Council
Overall it is in the best interest of the Jarls to maintain a united kingdom. Not only does this protect the Jarldoms from outside threats, but it also allows for a royal treasury and council to administer the kingdom. The royal treasury is separate from the personal wealth of the Jarls and even the king, though the king is the de facto administrator of the treasury. The king may use this wealth to aid the Jarldoms through disasters, hire mercenaries in times of war, conduct good will missions to allied kingdoms, or anything else they will. Typically the treasury is known only to the king or queen and their council, though they may disclose this information to the Jarls if they wish.
Aiding the King is the King's Council. A small group of trusted advisors that aid the king in administration of the realm. On the council is the Marshal, The Steward, and the Spy-Master, with a fourth seat given to a special advisor that I will control, but more on that when the game starts. Each councillor is given a special council order as well as their regular war and diplomatic order. They may choose to use this order for the betterment of the kingdom, or use it for their own needs. The King may give councillors their order, though it is up to them to follow through. It is up to the king who sits on this council, it can be their own characters for greater control or other players to foster alliances among the Jarls and make use of ruler traits.
It should be noted that the treasury is susceptible to thefts by outside threats and the Jarls. If a Jarl is planning a revolt, you can bet their first move will be to raid the treasury to mitigate the power of the king...
The Marshal
Though the king is the realms chief general, the Marshal is the top military advisor and viewed as the second in command of Norsia's armies. It is often the Marshal who oversees the defence of the realm in the king's absence, or leads assaults upon enemy lands. The Marshal is also the commander of the Hirdmen, a special warrior order that carries out the will of the Council.
The Steward
The king's chief administrator. The Steward oversees the kingdom's coin counters and is chiefly occupied with the finances of the realm. This councillor has an opportunity every turn to bolster the funds within the treasury at the behest of the King. In addition to finances, the steward is also the chief diplomat of the realm, and is expected to be the face of peace representing the king to the outside world.
The Spy-Master
This Councillor's main concern is intelligence gathering and clandestine operations, commanding spies and agents with the aim of furthering the King's peace. A very skilled spymaster will operate with such a deft hand, that his operations remain known only to the king and the council.
Exile
Your character, whether by your choice or not, may very well die over the course of the game. This can be aggravating as you will be forced to alter the direction of your personal story, but you should always be prepared for this outcome, and realize it is part of the game. If your Jarl dies, an heir of your choice will take his/her place and a new trait can be selected. Aside from your player dying, your Jarldom may also come under occupation. If this occurs, your dynasty is exiled, forced to live at court of an ally, and unable to reform ranks, and earning gold becomes harder. You always seek to win back your Jarldom, but once exiled, this becomes difficult. To avoid exile, you may wish to treat with a conqueror and come to terms, perhaps declaring fealty in order to remain in power.
The Moth Order
The Moth Order is a group of warrior-monks that live in the central fiefdom known as the Pale. They serve as advisers to the Jarls and the High Moth sits upon the Royal Council. The Moth's safeguard Thor's Hammer, a priceless relic of ages past believed to be a gateway to the spirit realm. The Moths remain neutral in times of war and fight only to defend the Hammer and the Pale. Moth's Hall, located on the western coast of the Pale in central Norsia, is historically the meeting sight of the Jarlmoot, and is considered sacred ground. To spill blood within the hall is a grievous crime, punishable by death. The High Moth is the mediator for the Jarl Moot and claims loyalty to Norsia above all else, even the King.
Kingdoms of Rheagonn
Galadriel
The Elven Kingdom of Galadriel is rather a loose alliance of several petty kingdoms working in cooperation with each other. The petty kings, known as Therons or Therains, have shown to have a benign rule toward their subjects. They are a peaceful race, blessed with long life. They are currently showing a cold stature toward the Dwarven and Orc kingdoms.
Highathar
The High Kingdom of Highathar is the mountainous home of the Dwarves. Dwarves are known for their lust for gold and riches and are primarily a trading kingdom. Highathar is ruled by the High King, names so as he rules the sky above, while his vassals, the Under Kings rule the mountain cities carved beneath the rheag. They are cold in stature toward the Elves and Orcs.
Saxons
Wild men that live in scattered clans. They are divided and leaderless and considered weak.
Gothra
A kingdom of men that are known for their hostility and hunger for power. The King of Gothra, with his duke vassals, rule with an iron fist, and suffer no rivals. They are cold in their stature to all kingdoms, especially Norsia.
Vorduun
In the far west, is the land of Vorduun, where brutish clans of Orcs make their vile home. It is a barren wasteland, where life struggles to survive. They are in a near constant state of war against the Elves and Dwarves.
Recent History
Norsia has been a prosperous kingdom, boasting strong warriors and rigid codes of honour. In the past, Norsia pillaged and raided all along the Rheagonn coast, proving themselves fierce on both land and sea. They have warred with near every kingdom in years past, though relations with most have warmed of late.
The last King, Beron the Bard, was a popular king. He fought a grueling war against Gothra, and was able turn aside their invasion and even sack the fortress city of Wallachia. A white peace followed shortly after, and the King of Gothra signed a treaty to pay tribute and cease hostilities. King Beron ordered all coastal raids to cease and began fostering closer relations with Highathar and Galadriel, seeking trade and prosperity. There were some that held misgivings for the way he ran the kingdom and considered such actions weak, though he was a charismatic figure, and as such few took up arms against him.
Beron himself, however, grew restless under a life of peace, and arranged an expedition north, to the fabled land of Everwinter. Many called him mad, insisting the land did not exist, others agreed, though they argued it did exist but was wrought with peril. After months of no news, a single ship finally returned with the body of the King. They did not find Everwinter, just a viscous storm that took many lives, including Beron the Bard. The High Moth has called a Jarlmoot to convene in the Pale, to decide whom among the Jarls should lead in this tumultuous time.
Gods have mercy on Norsia. May they give the Jarls strength and wisdom to weather this storm...