Hidden 10 yrs ago Post by Lord Monbodo
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Flooby, I changed a useless courtier on my sheet into a Bishop Uncle. Could I just say that would cost the same as an elderly brother?
Hidden 10 yrs ago Post by Flooby Badoop
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Lord Monbodo said
Flooby, I changed a useless courtier on my sheet into a Bishop Uncle. Could I just say that would cost the same as an elderly brother?


Ah, forgot to add uncles. Yes, I'll add that uncles and aunts cost the same as siblings to the rules.

Also, Bishops are landholders of the church, and I'm not letting anyone have a relative start out as one. Father Unclename will do if you just want him to be a priest of a parish.
Hidden 10 yrs ago Post by Flooby Badoop
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Church Electorate added, along with costs for uncles, aunts, and their children.

That should be the last rules update. Any other changes will be needed fixes and polishes. Theodorable is working on the map, and should have it up either tomorrow, or Monday, but he promises nothing.

For shits and giggles, I suppose I should do up the Church and Overlord sheets.
Hidden 10 yrs ago Post by So Boerd
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What up people!

Not to build expectations, but this is shaping up to be the best NRP ever. Jussayin.
Hidden 10 yrs ago Post by Flooby Badoop
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Hah, yeah, sorry about the long wait. In hindsight, it would have been better to do up the rules, then make the interest check, but I didn't want to put in all the work that I did into this if it was going to be a slow time in the guild.

If Theo doesn't have the map up by tomorrow, I can just do it myself, along with helping people with their vassals. I want to get this baby started within the coming week.

Now, for your enjoyment, Lutestep:







Hidden 10 yrs ago Post by FortunesFaded
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I totally understand that. Nothing is more frustrating than putting days of work into an RP idea just to have it die at the int. check phase.

And yeah, I was a bit confused as to what exactly we need to do regarding the vassals.
Hidden 10 yrs ago Post by Flooby Badoop
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FortunesFaded said
I totally understand that. Nothing is more frustrating than putting days of work into an RP idea just to have it die at the int. check phase.And yeah, I was a bit confused as to what exactly we need to do regarding the vassals.


I take it you've been a GM before?

Basically, take whatever they have subtract it from your own stuff on your receipts, then add a receipt for you vassal(s).

I can do it for you, if'n you like. Got the next couple days off.
Hidden 10 yrs ago Post by Heyitsjiwon
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Well, I have to apologize on my end for not getting all the finishing touches done on my sheet. I'm going back home in a few days after a month long visit to another country, so it's a bit hectic, but once I settle down back home. I'll be golden and be able to devote time to getting everything ready for a proper launch.
Hidden 10 yrs ago Post by FortunesFaded
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Flooby Badoop said
I take it you've been a GM before?Basically, take whatever they have subtract it from your own stuff on your receipts, then add a receipt for you vassal(s).I can do it for you, if'n you like. Got the next couple days off.


Aye, I was on the old site for a couple years before the server crash.

And alright, that makes much more sense. I'll take a look at it later today and try to sort it out :)
Hidden 10 yrs ago Post by The Nexerus
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Graduation and finals have been stealing my attention for the past while, and will continue to do so for a few days.
Hidden 10 yrs ago Post by Flooby Badoop
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No worries, y'all. Would until this weekend be enough time for everyone to get situated?
Hidden 10 yrs ago Post by So Boerd
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Flooby Badoop said
No worries, y'all. Would until this weekend be enough time for everyone to get situated?


I will be gone next week with naught but my phone, so the timing is inopportune but it is alright.
Hidden 10 yrs ago Post by Flooby Badoop
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Hm, how about I have everything ready by Thursday or Friday, get the OP up, but still leave everyone some time to get their ducks in a line?
Hidden 10 yrs ago Post by Sovi3t
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Flooby Badoop said
How coincidental. I thought of such a concept last night, as new player nations won't be taken once the map is done. What plans do you have as playing a mercenary group? What will you be like, what will you do, how will you live in between campaigns? These are just some questions I'm keen on myself.


Sorry I couldn't get to you earlier, I was involved in another NRP

Are you still interested in the mercenary group
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Sovi3t said
Sorry I couldn't get to you earlier, I was involved in another NRPAre you still interested in the mercenary group


I am, but I would need to design a new, but balanced sheet for creating a mercenary group. I like the idea, but I still have things that need doing for the core of the NRP, so I'd rather not get to that until both the Overlord/Church sheet is up, and the map is done.

If you have an idea for how such a creation process could work, however, I'm all ears.
Hidden 10 yrs ago Post by Sovi3t
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What would have to be on this sheet, because I won't be attacking other nations (Obvs) but I would be actively rping , doing maybe 2-3 IC posts per day
Hidden 10 yrs ago Post by Flooby Badoop
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Sovi3t said
What would have to be on this sheet, because I won't be attacking other nations (Obvs) but I would be actively rping , doing maybe 2-3 IC posts per day


A round of posting will consist of each player making their actions, and that one round will constitute an in-game season. It's unlikely that every player involved will make their posts in a single day. Combat will work via PMs, and players are welcome to have extended IC conversations/interactions, but while 2 to 3 posts each day would be awesome, it wouldn't be needed.

As for the sheet. . . well, you -would- have to attack other nations. If you can manage to be on-hire all the time, then there's no issues, but once you don't have an income, you've got a thousand or more people with expensive equipment and no food. Your men wouldn't be considered 'raised' unless they were on campaign, but unlike the peasants of other lords' realms, your troops won't have farms to go back to when they're not fighting, so they can't make a living unless you go out pillaging the lands of other lords. That might work for a time, but with only ten lords, one overlord, and the church, how long will it be before you step on too many toes?

Again, I'm definitely interested in the idea of a player-run mercenary group, but the rules were designed in their current state to service players as lords. Mercenaries are a different story, so they need more rules to assist them. I'm mulling over ways they could be integrated as we speak, but I just can't say anything concrete for now.

In other news, here is the Overlord's sheet:
Trischland -

Population of 50,000

Fair Fertility
Some Resources
Advanced Infrastructure

The Fortress of Bolgaz

Great Manor
Great Wall
Military Bailey
Bailey

Holds the town of Pentiloch; 11,000 people, Wretched wealth

Produces 230,600 crops, 69,500 bullis, and a growth bonus of .7%.

- - -

Falkwreath Country -

Population of 60,000

Fair Fertility
Resourceless
Advanced Infrastructure

Country Castle

Stone Manor
Stone Wall
Military Bailey
Bailey

Produces 276,600 crops, 31,500 bullis, and a growth bonus of .7%

- - -

Falkwreath Township -

Population of 36,000

Infertile Fertility
Sparse Resources
Advanced Infrastructure

The Mayor's Mansion

Stone Manor
Wooden Wall
Military Bailey
Bailey

Holds the town of Falkwreath; 5,000 people, Poor wealth

Produces 154,600 crops, 49,500 bullis, and a .7% growth bonus.

- - -

Everfallow -

Population of 4,000

Scrubland
Some Resources
Advanced Infrastructure

Castle Burntstone

Stone Manor
Stone Wall
Military Bailey
Bailey

Produces 17,400 crops, 12,500 bullis, and a .3% growth bonus.

Original Receipts

150,000 people in the country
16,000 people in towns
166,000 people in total

683,600 crops produced in total per annum

166,000 bullis gained from taxation
17,000 bullis gained from resources
6,000 bullis gained from infrastructure
189,000 bullis gained in total per annum

Growth of 2.4% per annum

Military

2,000 Spearmen (Leather Armour, Spear)
500 Swordsmen (Mail, Longsword)
500 Crossbowmen (Leather Armour, Crossbow, Shortsword)
600 Horsemen (Leather Armour, Spear, Shortsword, Horse)
400 Knights (Plate Armour, Lance, Longsword, Horse, Horse Armour)

Levies will begin the game as raised. Levies have been raised from Falkwreath Township.

Court:

Overlord Rone Trisch [ Male, Overlord, younger brother of Helen and older brother of Fier, age 29 ]
Princess Helen Trisch [ Female, Princess, older sister of Rone age 31 ]
August Fier [ Male, bastard, younger brother of Rone and Helen, age 25 ]
Lady Gwal Trisch [ Female, Queen-Mother, Mother to Rone and Helen, age 50 ]
Aetheling Theodore Trisch [ Male, Commander of the First Army, First cousin of Rone, older brother of Arthur age 26 ]
Aetheling Arthur Trisch [ Male, Commander of the Second Army, First cousin to Rone, younger brother of Theodore ]
Aetheling Constantine Trisch [ Male, Commander of the Third Army, Second cousin of Rone, age 33 ]
Marshal Uthred Halter [ Male, Marshal of the Realm, no royal relation, age 48 ]
Steward Aengus Stanric [ Male, Steward of the Realm, Caretaker of Youth, no royal relation, age 51 ]
Ambassador Davic Melrose [ Male, Head Ambassador of the Realm, no royal relation, age 37 ]
The Overlord's Land, sometimes called the Crownlands, have waxed and waned over the years. Trischland, however, has always been the mighty seat of House Trisch. Its lands are fertile enough to support its people, and the town of Pentiloch; the largest town in Lundland. Pentiloch was built over five small lakes, with its buildings hovering over the canals built by their streams. The constant warfare of late has drained the town of its people and wealth. Many of its inhabitants cannot find work, and have become malnourished. Gangs of young men have taken to ruling the streets with force, making a living through theft, extortion, and racketeering.

The Fortress of Bolgaz overlooks the town from the top of a hill so steep, that wagons have difficulty climbing to bring it supplies. It is a vast place, with walls 72 feet in height, and a foot thick. Its manor intertwines with the walls through a series of narrow bridges, lined with a short, arrow-slitted wall. Everything needed to live is kept within its walls. Overlord Rone has not left the fortress since his father's death a season ago, but even before then, he left it rarely. His commanders now struggle to save his lands from its war room, where they grimace over long odds.

Falkwreath was once a single fief, but a century and half ago, it was split in two. The countrylands were delegated to the landed knights under House Trisch, providing them with many well-armed levies, while the portion under the Mayor of Falkwreath's influence was given more his administration. Falkwreath is located in a convenient route of travel between other towns, so it receives a lot of traffic from passing merchants. However, recent times have been hard for the town, with traders becoming more and more afraid of travelling through the war-torn area.

Everfallow is a rocky land, where little can be grown. Its people only grow hardy plants within the earth, and hunt goats. But the fief has a great deal of mineral wealth, and its earthy hills provide excellent opportunities for defensive positions, the most famous being the fief's manor, Castle Burntstone. The castle rivals Bolgaz in its positioning as a fortification, but many years ago, a powerful fire broke out in the kitchens, as a result of oil being lit on fire from a candle. The entire castle became engulfed in a fire, making it as an oven. Much of the castle's stone is still durable, but some still remains charred and ruined.
Hidden 10 yrs ago Post by Sovi3t
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I understand and agree what your saying, it's incredibly complex to have a player controlled Merc Group

However what could happen is there could be some sort of small colony of people in this fort/settlement for the off times, during campaigns food and money shall be supplied etc. During the off-season, food shall be made , and people live in this large fortress/colony doing average jobs
Hidden 10 yrs ago Post by Flooby Badoop
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Sovi3t said
I understand and agree what your saying, it's incredibly complex to have a player controlled Merc GroupHowever what could happen is there could be some sort of small colony of people in this fort/settlement for the off times, during campaigns food and money shall be supplied etc. During the off-season, food shall be made , and people live in this large fortress/colony doing average jobs


That could work. It might not be necessary to have a fort, since a player could decide to make a bandit group that occasionally sells their swords for extra scratch, but for players looking to run a serious mercenary group, that would be ideal.

I'll make a sheet where players use their points to buy either starting wealth and equipment/troops, or upgrades to their fort. There could be a lot of customization options in there.
Hidden 10 yrs ago Post by Flooby Badoop
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[ The Church's sheet. Does not include Courts. See Map Info for current Bishops and Archbishop. ]

Bernwick -

Population of 25,000

Fair Fertility
Some Resources
Advanced Infrastructure

Holds the town of Bernwick; 5,000 people, Fair wealth, Great Cathedral

The Great Cathedral of Bernwick
[ The manor doubles as the town improvement 'Great Cathedral.' ]

Great Manor
Stone Walls
Military Bailey
Bailey

Produces 115,600 crops, 51,500 bullis, and a .7% growth bonus.

Upderry -

Population of 15,000

Fair Fertility
Sparse Resources
Advanced Infrastructure

Fort Melrose

Fortified Manor
Wooden Walls
Military Bailey

Produces 69,600 crops, 19,500 bullis, and a .7% growth bonus.

Granton -

Population of 13,000

Fair Fertility
Spare Resources
Advanced Infrastructure

Fort Ranald

Fortified Manor
Wooden Walls
Military Bailey

Produces 64,400 crops, 17,500 bullis, and a .7% growth bonus.

Military

1,000 Heavy Spearmen ( Mail Armour, Spear, Javelin )
500 Crossbowmen ( Leather Armour, Crossbow, Shortsword )
500 Heavy Horsemen ( Mail Armour, Spear, Sabre, Horse)

Men will not start the game raised. 500 Heavy Spearmen will be raised from Granton. 500 Heavy Spearmen will be raised from Upderry. The rest will be raised from Bernwick.

Original Receipts

53,000 people in the country
5,000 in townspeople
58,000 in total

647,800 crops produced from people
1,800 crops produced from infrastructure
649,600 crops produced per annum

53,000 bullis in tax
20,000 bullis in townspeople's tax
13,000 in resources
4,500 in infrastructure
90,500 bullis in total per annum

Growth of 2.1%.
Whitepeak -

Population of 8,000

Infertile Fertility
Some Resources
Advanced Infrastructure

Whitepeak Abbey

Stone Manor
Stone Walls
Military Bailey
Bailey

Produces 35,800 crops, 15,000 bullis, and a .5% growth bonus.

Military

300 Heavy Spearmen ( Mail Armour, Spear, Javelin )
200 Crossbowmen ( Leather Armour, Crossbow, Short Sword )

Men will not start the game raised. Men will be raised from Whitepeak.

Vassal Receipts

8,000 people in the country
8,000 people in total

35,200 crops produced from people
600 produced from infrastructure
35,800 crops produced per annum

8,000 bullis from taxation
7,000 bullis from resources
1,500 from infrastructure
16,500 bullis in total per annum

Growth of .5%.

Sunnyglade -

Population of 12,000

Fair Fertility
Resourceless
Improved Infrastructure

Monastery of the Morning Sun

Stone Manor
Stone Walls
Military Bailey
Bailey

Produces 55,400 crops, 12,500 bullis, and a .6% growth bonus.

Military

300 Heavy Spearmen ( Mail Armour, Spear, Javelin )
100 Bowmen (No armour, Bow, Dagger)
100 Horsemen ( Leather Armour, Spear, Shortsword, Horse)

Not raised at the game's start. Will be raised from Sunnyglade.

Vassal Receipts

12,000 people in the country
12,000 people in total

55,200 crops produced from people
200 crops produced from infrastructure
55,400 crops produced per annum

12,000 bullis from taxation
500 bullis from infrastructure
12,500 bullis in total per annum

Growth bonus of .6%.

Lowderry -

Population of 13,000

Fair Fertility
Sparse Resources
Advanced Infrastructure

Old Fort Abbey

Stone Manor
Stone Wall
Military Bailey
Bailey

Produces 60,400 crops, 17,500 bullis, and provides a .7% growth bonus.

Military

200 Heavy Spearmen ( Mail Armour, Spear, Javelin )
100 Swordsmen ( Mail Armour, Longsword )
200 Bowmen ( No armour, Bow, Dagger )

Not raised at the game's start. Will be raised from Lowderry.

Vassal Receipt

13,000 people in the country
13,000 people in total

59,800 crops produced from people
600 crops produced from infrastructure
60,400 crops produced in total per annum

13,000 bullis from taxation
3,000 bullis from resources
1,500 bullis from infrastructure
17,500 bullis in total per annum

Growth of .7%.

Daisyfield -

Population of 11,000

Fair Fertility
Resourceless
Basic Infrastructure

Produces 50,600 crops, 11,000 bullis, and provides a .5% growth bonus.

The Flowered Monastery

Stone Manor
Stone Wall
Military Bailey
Bailey

Military

300 Heavy Spearmen ( Mail Armour, Spear, Javelin )
200 Bowmen ( No Armour, Bow, Dagger )

Not raised at the game's start. Will be raised from Daisyfield.

Vassal Receipts

11,000 people in the country
11,000 people in total

50,600 crops produced from people
50,600 crops produced in total per annum

11,000 bullis from taxation
11,000 bullis in total per annum

Growth bonus of .5%.

Luke Church -

9,000 people

Infertile Fertility
Some Resources
Advanced Infrastructure

St. Luke's Church Abbey

Great Manor
Stone Wall
Military Bailey
Bailey

Produces 40,200 crops, 17,500 bullis, and provides a .5% growth bonus.

Military

300 Heavy Spearmen ( Mail Armour, Spear, Javelin )
100 Bowmen ( No armour, Bow, Dagger )
100 Horsemen ( Leather Armour, Spear, Shortsword, Horse )

Not raised at the game's start. Will be raised from Luke Church.

Vassal Receipt

9,000 people in country
9,000 people in total

39,600 crops produced from people
600 crops produced from infrastructure
40,200 crops produced in total per annum

9,000 bullis from taxation
7,000 bullis from resources
1,500 bullis from infrastructure
17,500 bullis in total per annum

Growth of .7%.
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