The Original, this game made with permission.The Game ThreadIn
Towers of Ragona, players take on the role of Towers, men and women of power and prominence in the city-state of Ragona. The Iron Age is at its height and the world is carved up into cities and empires, amongst which Ragona shines as one of its brighter jewels.
This is a game of politics, both public and backstage. The Goal of the Council is to lead the Ragona through times of both peace and war... but each Tower has only one dream - to become Senex Princeps, or take a step further - and become the Dictator of Ragona. As the latter can be achieved only during times of crisis, or military/popular uprising, it will need a lot of time, patience and skill at politics to reach this title.
Game Concepts
Military Units - Whether large bands of peasants or small household guards, a single Unit represents a set amount of military force. A unit costs 1500 denarii to recruit and 100d per fortnight to sustain. You may set multiple Units to an Action, if so desired. If you do not designate a Military Action, your Units will default to guarding your Household.
Covert Agents - A single covert agent can act as an infiltrator, saboteur, ambassador, assassin or spymaster for a ring of informers. You can set multiple Agents to a task to increase the likelihood of success or improve the overall effect. An agent costs 1000 denarii to recruit and 100d per fortnight to sustain. If you do not designate a Covert Action, your Agents will default to counter-intelligence within your Household.
Denarii - Gold coinage, and the wealth of your House. Produced by your Holdings and drained by Units, Agents and other actions. Denarii are kept in your Household by default. If your Household is raided or an infiltrator embezzles you, you will lose a hefty portion of your denarii.
Holdings - How your House makes its money. The productivity of your Holdings will fluctuate with the tides of fortune, especially as a result of Senate decisions. You start with Holdings in a single field.
Farms: Your income is of the traditional, most respected field of industry - rents and produce from lands. Farms produce the most stable income, but are drastically affected by war and revolt, as well as tarriffs on grain exports. Generally one cannot acquire new farms without purchasing them from other Towers or by seizing land from foreign parties. Nearly all farms in Ragona are owned by Towers and organised as latifundia, extensive plantations worked by slaves and plebs for the best overall productivity.
NB: A lot of people will have Farms, even if it isn't their primary income source, as they are a good way for the GM to get uneven income up to 500d/fortnight.
Mines: You produce income from the extraction and sale of iron and other metals. Mines produce stable profit, but are affected by foreign and domestic demand, as well as tarriffs and trade disruptions. New mines cost 750 denarii to build, but are limited by available iron deposits (which can be found by spending money on prospectors as an Economic Action - the amount spent will affect the likelihood of discovery).
Ironworks: Your holdings produce all manner of iron and other metal goods, such as tools and weaponry. Your profit depends upon the availability of iron, demand and trade. Demand (and profits) tend to go up for you in times of war. New ironworks cost 700 denarii to build.
Finished Goods: You own a slew of industries that produce various finished goods such as pottery, wine, textiles and furniture. Most of these goods are for the foreign market and are thus strongly affected by changing demands of trade, but also depend upon raw materials usually found abroad as well. New mills cost 700 denarii to build.
Finance: You are one of the city's bankers, and your income works a little differently - almost as a zero-sum game. Each industry in Ragona contributes a small amount to the base 'banking income' for the city, and each banking house raises this sum by 10%. You then get a cut of this pot depending on how many banking houses you own. If you are the sole bankers in Ragona, you get the lot. If you own 3 houses and someone else owns 2, you get 60% of the pot (but the total pot is 25% higher than it would be otherwise). Banks cost 1500 denarii to build.
Shipping: Ragona is a port city, and your House has long turned this to its advantage. As with Finance, your profits work differently. Depending on industry and diplomatic, there is a total amount imported and exported into Ragona to and from foreign states. While total shipping capacity of all merchant Houses is less than or equal to the total goods being shipped, all Houses will receive full fees on trade. If total capacity exceeds goods shipped, the amount of business for each House will diminish accordingly. Ships cost 750 denarii to build.
Economy
Economy always drives politics, and in Ragona it is no different. A basic understanding of Ragona's economy is important, if only to know where your money is coming from.
Ragona is a port city. In fact, it is located on a tiny peninsula that is all but an island when the tides are high. The surrounding lands the city-state controls are fertile, and there are deposits of iron in the nearby hills, although not many. What Ragona really has is an abundance of skilled craftsmen and ships.
Ragona produces grain and iron, but rarely enough to feed its own people and industry, so it is a net importer from other ports. Its lands are also bereft of other resources such as timber, wool and grapes, and while it does produce some it is far cheaper to import - which it does, fuelling its industries. Additionally, the noble class of Ragona demand silks, spices and other luxuries not found locally. There is a thriving business importing these.
Ragona primarily exports steel goods such as tools, cutlery and arms to other realms, as well as finished goods such as textiles, furniture and wine (usually made from imported raw materials). Ragona's thriving shipping industry typically commands a fee for both exports and imports passing through the port. Finally, Ragona's banks make additional wealth by financing all of its industries.
Everything is taxed, as one might expect, although taxes are fairly reasonable. All industry is taxed, including shipping and finance. A tarriff is charged on all imports as well, raising the price. As one might expect, foreign ports also charge a tarriff on goods exported from Ragona.
Ragona's society is split into four layers: slaves, plebians, nobles and the Towers. Slaves are typically the second-most common class, work on farms and down mines and have few demands beyond food and occasional tool replacement. Plebians cover everyone from simple freeman labourers to craftsmen and professionals such as doctors, lawyers and priests. Plebs typically demand better quality tools and finished goods. Nobles include military officers, landowners, ship captains and mill owners (and especially bankers). Nobles demand better finished goods and luxuries. Towers are heads of the Houses of Ragona, and are few enough that their needs are subsumed by the rest of the city's demands.
Politics
Important decisions are voted on by the Tower Council of Ragona, comprised of 41 Towers and the four Crowns: Master of Coin, Chief of the Centuria, High Judge and Senex Princeps.
* The Senex Princeps calls the Council to order, presents the issues of the day and oversees voting. He is the official head of state and leads negotiations with foreign powers. The Senex is also informed of any mandates the other Crowns pass.
* The Master of Coin regulates trade, tax and spending within the city.
* The High Judge deals with legal changes and can Pardon/Arrest Towers.
* The Chief of the Centuria (the city Centurii) oversees garrisons, armament and deployment, as well as keeping order within the city.
Initially these positions are held by NPCs, but can be replaced by player Towers as needed. On the last fortnight of every year, all Council positins are up for vote and replacement. Additionally, if one of the Crown seats is vacated ahead of time by retirement or death, the Senex Princeps may call an emergency vote on a new member. Alternately he can hold the post an absentia and manage that Crown seat himself, although this may be unpopular to do so for a long time. If the Senex Crown seat is suddenly vacated, an emergency vote will be held to replace him. During an emergency vote to replace a Crown seat, none of the incumbent Crowns may run (they may run for any seat as usual during annual replacement).
Crowns will usually receive issues to handle each fortnight - they can either settle the matters themselves by mandate (requiring no vote) or hand the matter to the Senex to put to vote. It is expected that minor issues will be handled by the Crowns by mandate (to avoid wasting Council time), but the Council also expects that any significant decisions will be put to a vote. The Senex Princeps will be informed of any mandates made.
If an issue is put to the Senex and he does not feel it is worthy of a vote, he can mandate the matter himself. Additionally, if the Senex feels that a mandated matter should have been put to a vote, he can call a vote to overturn the mandate (requiring a 2/3rds majority).
The Senex is the only Council member who can pass a vote to disenfranchise a Tower, or remove a Crown from office. It is also possible to hold a vote of no confidence to get rid of the Senex, provided it is backed by all other Crowns.
During Voting, NPC Towers will usually vote in the same proportion as player Towers, although Popular Towers have greater sway over the NPC Towers.
In times of crisis, a Senex can be elected Dictator by a 2/3rds majority vote. It is unprecedented for any Senex to receive candidacy who has not been re-elected at least once to his post. A Dictator can veto votes (except for a 2/3rds majority vote) and override mandates by other Crowns for the duration of his office, although he is expected to at least consult the Council if not permit votes on the most important matters. It is expected that he will step down once the crisis is over, but another 2/3rds majority vote could theoretically crown him Dictator-for-Life.
Towers
Each Tower has a Family Trait: being Powerful, Sneaky, Rich or Popular. This provides them a bonus which will help them through the rest of the game, even if just in small ways. Additionally they may choose an affiliation:
* The Guild of Root and Powder: A century old guild that deals in spices, perfume, dyes and medicine trade. It is incredibly wealthy and well-known guild, but it keeps low profile in politics. The Guild primarily deals in the luxury and goods trade.
* The Turquoise Fellowship: A guild that is almost as wealthy as Guild of Root and Powder; it also tries it chances in politics, and is very close to the Ningard Court, a foreign power. The Fellowship primarily deals with raw materials, steelwork and shipping.
* Ragona's Centuria: The garrison and judges of the Ragona; always underpaid and under appreciated, they however offer the backing of the military and the law in times of need, should they arise. The Centuria care about the well being of the soldiery, the rule of law and the defence of the realm.
* The Cult of the Black Sun: A huge cult that appeared in the east over three centuries ago. It offers comfort to the smallfolk and provides a valuable source of 'little help of various kind' for the nobility. The Cult cares about the proliferation of its faith, the treatment of the plebs and slaves and relations with their Shadow Papacy.
* [Your Family]: Instead of affiliating with another group, you work to establish your family as major power in the Ragona and beyond it. You are not in favour with any guild or nation, but affiliating with your Family allows you to pick 2nd Family Trait.
All Towers start with 500 denarii, approximately 500d/fortnight income in Holdings, 1 Military Unit and 1 Covert Agent. [Financial and Shipping houses will have significantly less predictable starting income.]
Powerful players start with an extra 2 Military Units, and Unit hire cost is lowered to 1200 denarii.
Sneaky players start with an extra 2 Covert Agents, and Agent hire cost is lowered to 800 denarii.
Rich players start with another 500 denarii and approximately 200d/week extra income.
Popular players do not start with additional direct benefits, but their arguments will have greater weight on NPC voting in the Council and it is easier for them to maintain positive relationships with factions and the plebs.
Gameplay
Gameplay takes place over three phases:
Morning - Introduction of Current Topics and Discussion of the Matters.
In this phase, which lasts 12 to 24+ hours, the Senex Princeps presents current matters and the Towers are free to discuss them. Here, players can discuss the daily matters, RP with others and so on.
Afternoon - Council Vote:
In this phase, which lasts 12 to 24+ hours, every Tower, be it player or NPCs, vote on several matters at hand. Each vote by a player has to be made public, but a Tower can abstain from voting on particular issue or not vote at all during this particular day. Players who fail to post their vote will be treated as if they simply abstained.
Night - It is Dark and Full of Dangers:
During this phase, which lasts 12 to 24+ hours, every Tower gets 3 Actions, which they can send to the GM via PM. These can be varietes of anything from simple to elaborate tasks. Broadly speaking, these may be thought of as Covert, Military or Economic actions. Covert actions use your Covert Agents, who can serve as anything from spies or assassins to ambassadors and diplomats. Military actions use your Military Units, which can be anything from guarding a particular building or ship, 'settling' labour disputes or threatening parties - whatever a group of armed men can pull off. Economic actions involve the expenditure of denarii and can be anything from bribes to purchasing new Holdings.
When purchasing new Holdings, you may order the construction of several as one Action. Similarly, you can send multiple Units or Agents to perform the same Action. If you set up an Action that would function as a standing order (e.g. 'hold this fort' or 'follow this man'), it will not cost an Action in future but will run quietly in the background.
After this, the game is paused for a while while GM processes Hidden Actions and sends private messages to players; these might contain Hidden Action results, information or orders from Affiliated groups, or other things.
Name: (Your first name)
Family Name:
Family Trait(s):
Affiliation:
Primary Holdings: (Where you get your money from.)
Legal Process
Advocacy - When a defendant is brought up before a judge (or the Towers, for significant crimes), a prosecutor and a counsel for the defence will both make arguments to the defendant's guilt or innocence respectively. The burden lies upon the defence to prove the defendant's innocence - if he cannot, it is assumed that the defendant is guilty. The matter will be judged either directly by the magistrate, or by a jury of the defendant's peers, at the magistrate's discretion. The magistrate will pass sentence as he sees fit.
Crimes & Statutory Punishment
Treason - Attempts or plans to overthrow Ragona's government, attempts to murder one of the Crowns, raising armed force against Ragona's government, giving aid or comfort to Ragona's enemies. Penalty is death by hanging, drawing and quartering.
Murder - The act, attempt or conspiracy to end another free man, woman or child's life. Penalty is death by hanging, beheading for nobility.
Rapine - Unlawful sexual activity forced upon another. Penalty is mutilation of genitals.
Grand Theft - Theft in excess of 100 denarii. Penalty is death by hanging, or extended imprisonment.
Petty Theft - Theft of objects of value to 100 denarii or less. Penalty is mutilation of the hands, imprisonment or a fine equal to five times the value of the objects stolen.
Assault - Intentional harm or attempt to harm of another, without the intent to kill. Punishment is imprisonment, stoning or a fine.
Extortion - Violence or the threat of violence to compel others to surrender property or perform unwilling acts, outside the legal boundaries of slavery. Punishment is imprisonment, stoning or a fine.
Smuggling - Attempts to deliver goods across Ragonan borders in order to avoid taxes, tariffs or laws of contraband. Punishment is death by hanging, imprisonment or a fine.
Property Damage - Attempts to destroy or destruction of property belonging to another. This includes the assault, mutilation or killing of slaves. Punishment is imprisonment or a fine equal to double the value of the property destroyed.
At the magistrate's discretion, any punishment except that for treason may be replaced by imprisonment or fines.
Inability to pay off fines will result in liquidation of property, or debt slavery until the amount is repaid.
Ragona
Govt: Republic [Tower Council]
Net Imports: Iron, Raw Materials
Net Exports: Goods, Tools
Irlax [Vassal]
Govt: Noble Council [Duchy beneath Ragona]
Net Imports: Goods
Net Exports: Raw Materials
Military: Demilitarised, dependent upon Ragona's Centuria.
Lorenze [Ally]
Govt: Monarchy [Principality]
Net Imports: Iron
Net Exports: Luxuries
Military: 10 Units, will contribute 5 to a war.
Vinn
Govt: Noble Council
Net Imports: Raw Materials, Iron
Net Exports: Goods
Arbor
Govt: Republic
Net Imports: Luxuries
Net Exports: Goods
Tarlax
Govt: Aristocracy [Loose Confederacy of Barons]
Net Imports: Goods
Net Exports: Iron
Anterra [Defensive Ally]
Govt: Monarchy [Principality]
Net Imports: Goods
Net Exports: Iron
Military: 12 Units, will contribute 5 to a defensive war.
Fentius
Govt: Republic
Net Imports: Tools
Net Exports: Grain, Raw Materials
Burgun
Govt: Aristocracy [Barons beneath a Prince]
Net Imports: Iron
Net Exports: Grain, Luxuries
Filiden
Govt: Merchant Republic
Net Imports: Iron, Luxuries
Net Exports: Tools, Goods, Grain
Stark
Govt: Republic
Net Imports: Tools, Luxuries
Net Exports: Grain, Goods
Hadreon
Govt: Monarchy
Net Imports: Raw Materials
Net Exports: Tools, Goods, Luxuries
Areon
Govt: Monarchy
Net Imports: Raw Materials
Net Exports: Tools, Goods, Luxuries
Rarden
Govt: Aristocracy [Coalition of Barons]
Net Imports: Tools, Goods
Net Exports: Iron
Cantus [Warring with Drexle]
Govt: Monarchy [Principality]
Net Imports: Goods, Tools
Net Exports: Raw Materials
Raitus
Govt: Theocracy [Raitan Old Faiths]
Net Imports: Goods, Luxuries, Grain
Net Exports: Tools, Iron
Drexle [Warring with Cantus]
Govt: Dictatorial Republic
Net Imports: Goods, Luxuries
Net Exports: Iron, Grain
Marvici
Govt: Republic
Net Imports: Goods
Net Exports: Iron, Tools, Grain
Mirrat
Govt: Monarchy
Net Imports: Tools, Goods
Net Exports: Grain
Ereat
Govt: Oligarchy [Coalition of Clans]
Net Imports: Luxuries, Grain
Net Exports: Iron, Tools
Pork
Govt: Monarchy [Principality]
Net Imports: Goods
Net Exports: Grain (Bacon), Tools
Public DocThis Public Doc is where you can check the current market prices of goods, break even points for industry, average profits and what wages you are paying on your holdings.