Welcome to the Far Eastern Provincial Lords Simple-RTD!
Let's get some music first~This game is simple-RTD based on two games I love: Sword of the Samurai for DOS, and Shogun: Total War.
In this game, your goal is to become Emperor - either by intermarrying with other Lords and Emperor's family so you ultimately get yourself (or one of your heirs) onto the Throne; or you might try to conquer your neighbours and then challenge the Emperor's army itself.
Your Provincial Lord will have various stats and traits that will help (or hinder!) during his journey to become an Emperor. You might be courageous warrior with enormous belly. You might be a famous poet and wise sage, who happens to be interestedin men rather than ladies. Or maybe you will be someone totally different?
The game is focused on court life, plotting, intrigues, romances and assasinations, with a pinch of fighting and such.
This game is an experiment; I don't know how far we will get before the game will run out of fun to play/run. The time is divided into Years, and each Year have 6 Turns. What do you do each Turn is for you to choose; you can try to find a Court Member, you might seek a wife, you might raise armies, or send a letter to your fellow Player, or visit him and insult him in front of everyone. Maybe you will try to court the Emperor's beautiful daughter while others are drowning in bloody wars?
To FEF Players: I'm not abandoning FEF, I just need something else to do in the time between turns and chapters
PLAYER'S CHARACTER:
Name*: Personal Name
Family name*: Name that your wife and heirs will bear.
Age: At least 18, no more than 40.
*Names need to be Japanese, Chinese or Korean, or amalgamation of those three!
This is a neat Japanese Name GeneratorLoyal Retainer: aka the Court Member with whom you start the game; remember that he/she have a name.
Stats:
Diplomacy:
Health:
Honour:
Lore:
Swordmanship:
Tactics:
Positive traits: obvious
Negative traits: like above
WIFE: You can start without a Wife, if you want too.
CHILDREN: You can start without children, if you want too. Of course you need a Wife to have any Children in the first place.
Wife and Children need Name, Age, Stats and Traits, the latter two will be filled by the GM.
---
Stat sheet:
Stats can have values from 1 to 7. "Average" value is 3, which doesn't give bonuses nor minuses to the rolls.
Getting a '7' in any stat requires tremendous amount of time and determination (and some luck).
Only one stat can get to '7' points in a Lord's lifetime. During Character Creation, GM will roll 1d6.
1: -2
2: -1
3: 0
4: +1
5: +2
6: +3
7: +5
All six of the Stats are rolled by GM; after that, the Player has 3 points which can he allocate in the Stats to improve them.
Note that the maximum of points a Player can allocate into a skill is +2, and the total skill cannot be higher than '6'.
---STATS---
Diplomacy:
Affects the outcomes of diplomacy rolls with NPC's, GM-controlled Emperor, and such.
Health:
How healthy the Lord is. A Lord with low Health will definitely get sick often and die younger than others.
Honour:
How noble the Lord is. It is the stat that can be changed the easiest. Most important of stats, even if it doesn't look like it.
Lore:
Knowledge of rituals, etiquette, myths and foreign cultures.
Swordmanship:
Affects the outcomes of duel rolls.
Tactics:
Affects the outcomes of battle rolls.
---TRAITS---
Player chooses 2 Positive traits. He can pick 2 more Positive traits, but in the same time he has to pick a Negative trait for each Positive trait he have taken.
The traits have letters in brackets; those are only for heirs of the Player Character:
l - the heir can learn this skill from one of father's retainers (for example 'Poetry' from the 'Poet')
m - this trait is elligible to be passed down to heir via father's side.
w - this trait is available for the wife of the player's character.
f - this trait is elligible to be passed down to heir via mother's side.
x - this trait is exclusive to maidens (wives) and thus not available at character creation, or to Lord's sons.
POSITIVE:
Beautiful: (wfx)
Admirers form lines from the courtyard of your to your very room, bringing you poems and flowers that try to compare to your beauty.
Effects: Greater chance for NPC Lords to try and marry this maiden. This trait is mutually exclusive with 'Ugly Hag'.
Bowmen Leader: (l)
You remember the times when you trained with bow and arrow amongst the archers under your command, and they remember that as well.
Effects: +1 to combat rolls of all Bowmen units under PC's direct command.
Cavalry Leader: (l)
Cavalry is your forte; you know best how to handle their quick movements and fearsome might.
Effects: +1 to combat rolls of all Cavalry units under PC's direct command.
Fertile: (mwf)
We believe that his trait doesn't require a flavor text, really.
Effects: When GM makes a pregnancy roll for Player's wife, the Health of person with this Trait is raised by 4 before the roll is made. Not available if 'Infertile' trait is already active.
Healthy: (mwf)
Since your early childhood, you were known as example of good health. The fevers rarely bother you, the winter flu passes qucikly, and your wounds rarely have problems healing.
Effects: +2 to Health. Health cannot be lower than 3 to choose this trait. Not available if 'Chronic Illness' trait is already active.
Innate Tactician: (lm)
Even when you were just a student of the battlemasters, you were surprising them with innovative, efficient strategies, both in paper battles, and the real ones where you fought for your father.
Effects: +2 to Tactics.
Infantry Leader: (l)
You're like a brother to the spearmen under your command, and they are trying their best to prove themselves to you.
Effects: +1 to combat rolls of all Spearmen units under PC's direct command.
Lover: (lm)
Is it your personal charm, or your adoration skills - you're not sure. What you're sure is that ladies basically swarm you every day, making other men jealous.
Effects: +3 to dealing with women. -1 to dealing with men.
Onna-bugeisha: (wfx)
An exception to the rule and tradition; Onna-bugeisha are female warriors, often as skilled, courageous and fierce as their male counterparts.
Effects: +2 to Onna-bugeisha's Swordmanship, +1 to Onna-bugeisha's Honour and Diplomacy.
Poet: (lmwf)
You're a wordsmith; you can carve beautiful masterpieces from simple description of a fair maiden's dress, or the brief look at a sunset over a small lake surrounded by green hills.
Effects: +1 to rolls in interpersonal situations (courting, rousing troops, dealing with diplomats, etc). Not available if 'Half-minded' trait is already active.
Pupil of a Swordmaster: (lm)
One of your father's loyal retainers was a famous swordmaster. Since the day you began to walk, you started to learn the way of the Blade, and the knowledge of swordfighting came to you almost naturally as well.
Effects: +1 to Swordmanship. Swordmanship cannot be lower than 3 to choose this trait.
Skilled Official: (lm)
Taxes, supplies and paperwork; some would be easily drowned by the sheer amounts of management, but for you it's super easy.
Effects: 1 extra Army can be created and sustained by the Province in which Lord with this skill resides, even if the Province wouldn't be able to create/sustain said Army by normal means.
Wise: (lmwf)
You had excellent teacher in your youth, but besides that, you had an innate predisposition for learning. You know a lot about the First Dawn, the Eleven Dragons, the etiquette of Imperial Palace, and lots, lots more.
Effects: +1 to rolls concerning Lore and Diplomacy. Not available if 'Half-minded' trait is already active.
NEGATIVE:
Brute: (lm)
You can't live a day without punching someone and to instill loyalty with violence.
Effects: -1 to rolls in interpersonal situations (courting, rousing troops, dealing with diplomats, etc), -2 to dealings with women.
Chronic Illness: (mwf)
You were always a bit sickly in your youth, making you easily tired and weakened - your healers easily determined it's the same problem that plagued your two uncles, your father's father, and at least three of your grandfathers.
Effects: -1 to Health. Health cannot be higher than 4 to choose this trait. Not available if 'Healthy' trait is already active.
Glutton: (lmwf)
Since your youth, you were known for enormous appetite, which quickly turned you into a pudgy swine. But hey, it's not your fault that those rice cookies are so good. Or roasted pig. Or cabbage stew...
Effects: -1 to rolls in interpersonal situations (courting, rousing troops, dealing with diplomats, etc). Health stat cannot go higher than 5 (Character creation doesn't count here).
Greedy: (lmwf)
You always liked shiny and precious things. Finely dyed silk, golden jewellery and jade idols, lovely jewels of many hues; you always need to have more of them at your side.
Effects: Increases the Goods/Gold cost of your Estate by 1 and 2 points, respectively.
Half-minded: (lmwf)
Let's be honest; you were never inclined to learn 'fancy' things like other nobles. Teachings of Zu San, the Legends of Five Circles, the Principles of Poetry - for you, all that scripture stuff could burn in a fire and you wouldn't really mind.
Effects: -1 to rolls concerning Lore and Diplomacy. Not available if 'Wise' or 'Poet' traits were already choosen.
Infertile: (mwf)
You have a shameful secret which concerns your ability to make heirs, and the less spoken of it, the better.
Effects: When GM makes a pregnancy roll for Player's wife, the Health of person with this Trait is raised by 4 before the roll is made. Not available if 'Fertile' trait is already active.
Lover of Men: (lm)
You're not sure when you started to love men and disregard women. Was it that handsome poet with whom you spent that one night? Maybe you were born with this special kind of affection toward men? You have feelings only for men, and sometimes it's hard for you to be even polite to maidens.
Effects: +1 to dealing with Lords/NPC's who have 'Lover of Men' trait. -2 to dealing with women.
Rat: (lmwf)
Always scheming, always plotting with others, and always ready to sell someone to save your skin. You will attempt to wriggle yourself from everything bad for you, and the honour be damned.
Effects: +1 to Diplomacy rolls, -2 to starting Honour, Honour cannot be higher than 5 to choose this trait.
Rude: (lm)
It is not uncommon to hear you say... well, very unpolite words to people around you, and those to whom you write to.
Effects: -1 to dealings with women, -1 to Diplomacy rolls.
Seductress: (wfx)
A bane of married men and innocent boys, crusher of romanticism and killer of relationships, a true seducer seeks only bodily pleasure, not caring about the emotions of the man she lays with.
Effects: -2 to Honour of the Seducer's husband, risk of pregnancy from 'outsider'.
Sluggish: (mwf)
You were always a bit sluggish. Clumsy. Slow. And you swordfighting skills are a total disaster since you started your studies.
Effects: -2 to Swordmanship. Swordmanship cannot be higher than 5 to choose this trait.
Ugly Hag: (wfx)
Let's say that this strangely shaped nose is the least of things that make the men run away from this woman.
Effects: Lower chance for NPC Lords to try and marry this maiden. This trait is mutually exclusive with 'Beautiful'.
---
ABOUT PROVINCES:
Each Province produces 3 resources: Rice, Goods and Gold.
Rice is staple food of the East. Used to feed the population and armies.
Goods is everything from lumber and ores, to crafts and weapons. These are used to commission armies and bolster trade.
Gold is used as payment for Court Members and commissioned troops.
---
PROVINCE RATINGS:
Each Province has several ratings:
Farm rating (1-5): How much Rice is produced by the Province.
1: 4 Rice produced per season
2: 7 Rice produced per season
3: 10 Rice produced per season
4: 15 Rice produced per season
5: 20 Rice produced per season
Resource rating (1-5): How much Goods/Gold is produced by the Province.
1: 2 Goods, 3 Gold
2: 3 Goods, 6 Gold
3: 4 Goods, 9 Gold
4: 5 Goods, 12 Gold
5: 6 Goods, 15 Gold
Population rating (1-5): How much population lives in the Province.
1: Around 2000; can create 1 Army per year, can sustain 1 Armies, requires 1 Rice
2: Around 4000; can create 1 Army per year, can sustain 3 Armies, requires 2 Rice
3: Around 6000; can create 2 Armies per year, can sustain 5 Armies, requires 3 Rice
4: Around 8000; can create 2 Armies per year, can sustain 7 Armies, requires 4 Rice
5: Around 10000; can create 3 Armies per year, can sustain 10 Armies, requires 5 Rice
Every year, if the excess Rice production is high enough, there's 10% chance that the Pop.Rating in the Province will go up by 1.
---
CREATION OF RESOURCES:
Province population, by Lord's orders, can convert some of a produced Resource into one other.
The exchange rates are as follows:
2 Rice makes 1 Goods.
4 Rice makes 1 Gold.
1 Goods makes 1 Gold.
---
ARMY CREATION:
To create an Army, you need to have 2 points of excess production in at least 2 of 3 Resources (Rice/Goods/Gold).
Each Army (Bowmen/Spearmen/Cavalry) takes a Year to train and equip.
Each Army in Province needs 1 Gold and 1 Rice for the soldiers' pay&sustenance.
---
IMPROVING PROVINCES:
Instead of creating armies, Lord can 'Improve Province'.
He can raise Resource or Farm Rating by 1 point. First improvement takes 3 turns, the next 6, the next 9 and so forth, with final, 8th improvement taking 24 turns (4 years).
Farm and Resource improvements are NOT counted separately!
For each 2 points of Goods surplus in the Province, the construction time is lowered by 1 turn.
This can bring Farm and Resource Ratings up to 5 level.
---
As Advisor: When the PC is dealing with someone and has Advisors at his side
As PC's Tutor: Grants a Trait after some time.
As Child Teacher: Grants the chil +1 to Stat, or both. If the court member have a Trait, there's 25% chance it will be passed onto the child; it's rolled after every year of teacher's work.
Special: Rare traits of the court members that doesn't apply to the above
Rates are: '3' means 1 year, '2' means 2 years, '1' means 3 years.
The 'court' can have 8 members, of which:
2 can be active Advisors, who can be changed by the Lord every turn.
1 can be active PC's Tutor.
2 can be Child Teachers; one Teacher can handle maximum of 2 children at one time.
Each Court Member needs 1 Gold of payment, or will leave the Court.
---
BOWMEN COMMANDER:
As Advisor: +1 to Tactics rolls for Bowmen under PC's control.
As PC's Tutor: Grants 'Infantry Leader' Trait, rate 3.
As Child Teacher: +1 to Tactics; Traits: Cavalry Leader.
BUREAUCRAT:
As Advisor: -
As PC's Tutor: Grants 'Skilled Official' Trait, rate 2.
As Child Teacher: Grants 'Skilled Official' Trait.
CAVALRY COMMANDER:
As Advisor: +1 to Tactics rolls for Cavalry under PC's control.
As PC's Tutor: Grants 'Cavalry Leader' Trait, rate 3.
As Child Teacher: +1 to Tactics; Traits: Cavalry Leader.
DIPLOMAT:
As Advisor: +2 to Diplomacy rolls.
As PC's Tutor: -
As Child Teacher: +1 to Diplomacy.
ETIQUETTE TEACHER:
As Advisor: -
As PC's Tutor: -
As Child Teacher: +1 to Honour, +1 to Lore.
GEISHA:
As Advisor: -
As PC's Tutor: -
As Child Teacher: +1 to Diplomacy; 'Lover', 'Seductress'.
Special: Can be deployed as Spy, +1 to Spy rolls.
HEALER:
As Advisor: +1 to Health rolls.
As PC's Tutor: -
As Child Teacher: +1 to Health.
Special: 25% chance to thwart Assasination attempt after a Spy performs successful roll.
Special: +2 to rolls of Lord, his family and court members when they're sick/wounded.
INFANTRY COMMANDER:
As Advisor: +1 to Tactics rolls for Spearmen under PC's control.
As PC's Tutor: Grants 'Infantry Leader' Trait, rate 3.
As Child Teacher: +1 to Tactics; Traits: Cavalry Leader.
KENJUTSU TRAINER:
As Advisor: -
As PC's Tutor: -
As Child Teacher: +1 Swordmanship. Traits: Pupil of a Swordmaster.
NIGHTBLADE:
As Advisor: -
As PC's Tutor: -
As Child Teacher: +1 Swordmanship.
Special: Can be deployed as Spy, +1/+3 to Spy/Assasination rolls.
PERSONAL BODYGUARD:
As Advisor: -
As PC's Tutor: -
As Child Teacher: -
Special: Can be 'attached' to Player Character, his wife, or one of children. 50% chance to thwart Assasination attempt after a Spy performs successful roll against 'attached' person.
POET:
As Advisor: +1 to Diplomacy rolls.
As PC's Tutor: Grants 'Poet' Trait, rate 1.
As Child Teacher: 'Poet', 'Lover', 'Lover of Men'.
Special: Can be deployed as Spy.
SAGE:
As Advisor: +1 to Diplomacy/Lore rolls.
As PC's Tutor: Grants 'Wise' Trait, rate 3.
As Child Teacher: +1 to Lore; Traits: Wise.
SHADOWALKER:
As Advisor: -
As PC's Tutor: -
As Child Teacher: -
Special: Can be deployed as a Spy, +2 to Spy rolls.
WAR VETERAN:
As Advisor: +1 to Tactics rolls
As PC's Tutor: -
As Child Teacher: +1 to Tactics, Swordmanship.
---
ARMIES:
One 'Army' can be commanded by Lord himself, or one of Commanders who are his Court Members. They give following bonuses:
Bow.Cmdr: +1 to rolls of all Bowmen Units
Cav.Cmdr: +1 to rolls of all Cavalry Units
Inf.Cmdr: +1 to rolls of all Infantry Units
MOVEMENT&SUPPLY RANGE:
Each Army, no matter how large, moves 1 Province per Turn.
However, they will be receiving Rice/Gold only in Provinces adjacent to the ones owned by that Army's Lord!
If they will run out of the 'supply range', every time one random unit will be destroyed, until the point the Army is back in supply range, or is completely destroyed.
SIEGEING PROVINCES:
When an enemy Army enters a Province and the Lord of that Province decides not to meet his enemies in the field, the Army starts Siegeing the Province.
During Siege, the following occurs:
Army Creation and Province Improvement are halted.
Outside support/trade routes is disabled.
Every Turn after Siege starts, Rice production goes 1 point lower.
-When Rice Production goes below the sum of 'eaten by populace + eaten by armies', random troop of the besieged Province is destroyed.
--When all defending Troops are destroyed, the Siege is successful.
If the Lord of the Province has 'Skilled Official' trait, the Rice Production starts going lower 2 Turns after the start of the Siege, not in the Turn after the enemy Army enters the Province.
Siege is lifted when the Siegeing Army is defeated or recalled by it's owner.
---
Bowmen, Spearmen and Cavalry basically play a 'Rock, Paper, Scissors' game during a dice roll.
Bowmen get +1 against Spearmen and -1 against Cavalry.
Spearmen get +1 against Cavalry and -1 against Bowmen.
Cavalry gets +1 against Bowmen and -1 against Spearmen.
During a battle, each Lord sets his troops against the other Lord's troops for 1 on 1 'duels'.
The Lord with higher Tactics stat (not the total bonuses!) is the one who chooses who attacks who. In next battle turn, the 'defender' chooses.
In case both Lords have the same Tactics Stat, a coin flip determines who sets up dueling units first.
The dice roll result is calculated with this formula:
Dice roll + Tactics bonuses + VS Bonus.
The unit which loses the roll is destroyed. If there's a draw, neither of dueling units is destroyed.
This process is retreated until one Lord's army is completely destroyed, or one of the Lords signals retreat.
In the former situation, there's 50% chance that the Lord of destroyed army will die with it!
---
EXAMPLE BATTLE:
Lord Suzaku have 2 Cavalry units and 1 Bowmen unit.
Lord Suzaku's Bowmen get a +4 from his Traits, Stats and Advisors, while Cavalry only gets +3.
Lord Ichiyuken have 1 Spearmen unit, 3 Bowmen units and 1 Cavalry unit.
Lord Ichiyuken's forces get +2 from his Traits, Stats and Advisors.
The Battle starts!
TURN 1: because Lord Suzaku have higher Tactics, he chooses the dueling troops.
Suzaku Cavalry A will fight against Ichiyuken Bowmen A.
Suzaku Cavalry B will fight against Ichiyuken Bowmen B.
Suzaku Bowmen will fight against Ichiyuken Cavalry.
Rolls:
Suzaku Cavalry A vs Ichiyuken Bowmen A:
3, +3, +1 = 7
5, +2, -1 = 6
Suzaku Cavalry B vs Ichiyuken Bowmen B:
1, +3, +1 = 4
4, +2, -1 = 5
Suzaku Bowmen vs Ichiyuken Cavalry:
3, +4, -1 = 6
2, +2, +1 = 5
1st Battle Turn outcome:
Ichiyuken Bowmen A destroyed.
Suzaku Cavalry B destroyed.
Ichiyuken Cavalry destroyed.
Lord Suzaku's remaining forces: Cavalry A, Bowmen
Lord Ichiyuken's remaining forces: Spearmen, Bowmen B C
TURN 2: Lord Ichiyuken chooses the dueling troops.
Ichiyuken Spearmen will fight against Suzaku Cavalry A.
Ichiyuken Bowmen B will fight against Suzaku Bowmen.
Rolls:
Ichiyuken Spearmen vs Suzaku Cavalry A:
5, +2, +1 = 7
3, +3, -1 = 5
Ichiyuken Bowmen B vs Suzaku Bowmen:
6, +2 = 8
5, +4 = 9
2nd Battle Turn outcome:
Suzaku Cavalry A destroyed.
Ichiyuken Bowmen B destroyed.
Lord Suzaku's remaining forces: Bowmen
Lord Ichiyuken's remaining forces: Spearmen, Bowmen C
TURN 3: Lord Suzaku chooses again.
Suzaku Bowmen will fight against Ichiyuken Spearmen
Rolls:
Suzaku Bowmen vs Ichiyuken Spearmen:
1, +4, +1 = 6
5, +2, -1 = 6
2nd Battle Turn outcome:
Skirmish between Suzaku Bowmen and Ichiyuken Spearmen went unresolved.
Lord Suzaku's remaining forces: Bowmen
Lord Ichiyuken's remaining forces: Spearmen, Bowmen C
TURN 4: Lord Suzaku signals his retreat, Lord Ichiyuken wins the battle.
---
---
NOTE: THESE ARE SENT TO GM VIA PERSONAL MESSAGES! DO NOT POST THEM IN GAMING THREAD. PLEASE GIVE THEM A PROPER TITLE SO I WON'T MISS THEM!
Each turn, if you have a 'Spy' Court Member, you can issue him/her a Spy action. There are 3 basic actions:
ESPIONAGE:
You can gain information on the Enemy Lord, his Court Members, intercept letters between Lord and Emperor.
To gain information, your Spy must roll a 3 or higher.
ASSASINATION:
You can attempt to murder someone from Enemy's Lord court, family, or said Lord himself.
To assasinate someone, the dice roll must be high enough:
4 for a Court Member that's not a 'Spy'.
5 for the Lord's family member / Court Member that is a 'Spy' of some sort.
6 for the Lord himself.
Against Emperor's court, above rolls are raised by 2 points.
INTERNAL SECURITY:
The 'Spy' will remain at your Court and try to intercept enemy Spies.
Each time an enemy Spy will attempt Espionage/Assasination, both said spy and your Internal Security unit will roll a dice.
If the enemy Spy wins, he/she will proceed with his action.
If your Spy wins, he/she will intercept the Spy. There's 25% chance that you will also learn the identiy of the Spy; who he/she was and who was his/her Lord.
This is an 'idle' action; whenever your 'Spy' isn't performing Espionage/Assasination, he is doing this action.
---
When a Duel starts, there will be two dice rolls, for each duelist.
To said roll, their respective Swordmanship stats will be added.
If someone rolls 2 or more points, he hits the enemy.
Then, the enemy rolls for Health (with bonus added):
If it is lower than the Swordmanship stat of the attacker, the defender dies.
If it is equal or higher than the Swordmanship stat of the attacker, the defender is 'wounded', gets temporary -1 to Health, and duel continues.
The duel ends when someone dies, or, in rare occassions, decides to surrender.
Surrendering during a duel to death is, however, very dishonorable and will bring shame upon the coward's entire family.
---
EXAMPLE DUEL:
Lord Eijun have Swordmanship of 5, and Health of 4
Lord Metsune have Swordmanship of 3, and Health of 6
Duel starts:
Eijun rolls Swordmanship: 6, +2 = 8
Metsune rolls Swordmanship: 3 = 3
Metsune rolls Health: 5, +3 = 8
Metsune is wounded in the side, but is alive (-1 to Health)
Eijun rolls Swordmanship: 4, +2 = 6
Metsune Rolls Swordmnaship: 5 = 5
Nothing happens.
Eijun rolls Swordmanship: 2, +2 = 4
Metsune rolls Swordmanship: 3 = 3
Nothing happens again!
Eijun rolls Swordmanship: 5, +2 = 7
Metsune rolls Swordmanship: 4 = 4
Metsune rolls Health: 3, +2 = 5
Metsune's arm is cut, but he is still standing (-2 to Health)
Eijun rolls Swordmanship: 1, +2 = 3
Metsune rolls Swordmanship: 6 = 6
Eijun rolls Health: 1, +1 = 2
Eijun's head suddenly falls from his neck, the blood gushing around; Lord Metsune wins the duel.
---
ON WAR:
If a Lord attacks other Lord's Province without sending a declaration of war, or without waiting for reply, he and his family will be dishonored.
ON BATTLES IN THE FIELD:
If a Lord fights against Lord with an army against an army, this is honorable.
And thus if one Lord loses the battle, and other is a victor, the defeated is not dishonored.
Yet if a Lord who runs away from honorable battle, then he will be dishonored.
ON THE INSULTS:
If a Lord visits the House of another Lord, and after receiving hospitality shall insult the House Lord, or Lord's Wife, or his Son, or his Daughter, or someone from his Court, the Lord of the House should draw his sword and duel the insulting man to the death.
If a Lord who was insulted, or whose Wife, or Daughter, or Son, or Court Member was insulted, if said Lord shall not draw his sword, then He and Insulted person will be dishonored; if the Lord was insulted himself, the dishonor will be greater.
ON THE MARRIAGE:
If a Lord who is without a Wife visits another Lord and amidst gifts shall ask for the hand of his Daughter, and will be accepted, he will be considered slighty more honorable.
But if the Lord who asked for other Lord's daughter is a scoundrel, then the Father of the Bride will be dishonored.
ON THE DUEL:
If a Lord duels another Lord, this is to the death; upon death, no honour will be lost, as it was a fair duel.
However if a Lord falls to his knees and begs the other Lord for mercy, he will be greatly dishonored, and so will be dishonored the Son of the coward.
ON TREATING THE DIPLOMATS:
If a Lord meets a Diplomat of another Lord and speaks ill of him, this will be remembered and carried to the Diplomat's Lord, and said Lord will be slightly dishonored.
ON TREATING EMPEROR:
If a Lord mistreats Emperor's Wife, or Son, or Daughter, or someone from Emperor's Court, said Lord will be dishonored greatly.
If a Lord insults Emperor, he and his family will be greatly dishonored.
ON DISHONORABLE PRACTICES OF SHADOW AND BLADES:
If a Spy will be caught, and the Spy will be one Lord's Court Member, then that Lord will be dishonored.
If an Assasin will be caught with intent to murder a Lord, or his Wife, or Son, or Daughter, or Court Member, and the Assasin will be one Lord's Court Member, then the master of that Assasin will be greatly dishonored.
If a Spy will be caught in Emperor's Palace, and that Spy is one Lord's Court Member, then entire family of that Lord, with that Lord, will be dishonored greatly.
If an Assasin will be caught with intent to murder the member of Emperor's court, and the Assasin is someone's Court Member, then the Lord of that Assasin, and the Lord's family, will be treated like a pack of dogs for the rest of their life, unless that Lord will commit suicide by blade; then his family won't be dishonored.
If an Assasin will attempt to kill the Emperor, and that Assasin is a Lord's Court Member, then that Lord, and his family, will be executed for highest treason.