Ages long long ago, the two noble families of the great Empire of Ostlunde were at each others throats, for some reason or a another, many historical sources site a treaty on the border of their Baronies being ill wrote, others site a plague which one of the families blames the other for fostering. Or Perhaps it was a simple insult or other injury, who knows all that matters is that two barons, of no great importance, were not at each others throat, and their dynasties followed suit for many years to follow, ultimately making little impact on the course of history, which is why historians managed to even forget to write down their names, despite the glorious chaos and battles that in sued.
Here is where you come in, you obviously get to create the Barons Dynasty.
The first two players to claim a Dynasty will After which I will create game threads for both, when it is made all players can can pick a side, just one, and will act as advisers to the Dynasty head, until he dies at which point his heir will take over, randomly picked from the advisers. The ruling members will is final, but he should take into account suggestions, he can also delegate advisers to be agents hired in the game, and they will act on his behalf independently. Without further ado, the form for perspective Dynasties.
Name: The Name of the Dynasty, your characters name is up to whoever is the head at that time.
Colors: The color of livery to be worn by retainers and the like, also banners. (Up to two)
Coat of Arms: What you put on your banners and livery.
Dynastic quirks: What you members act like, you are after all kin. Begin with one good trait, and after that all additional traits must be accompanied by a bad trait to offset them. (Applies to dynasty members only, not the common rabble of your lands.)
Now on to the lands between their rival citadels, most maps show it as a simple plain with a river, but that cant be accurate at all, the description of their struggles was great, with hills, forests, and other terrain, historians with no attention to detail...
This will be the first phase of the game, remapping the map, a 15x11 hex grid. Each side will place terrain as they feel they want to, to an extent, for example you cant place mountains to surround your opponents castle keeping him stuck, however if you do this to your own castle that's fine, also in the end it is up to my discretion how large a forest or swamp etc... will be. You simply choose the general location of where it will be. After that each side will add two economic buildings on their side of the river, beside their starting castle, town and farm villages.
The rules are fairly laissez faire, with hidden roles for things like combat, with modifiers for different things, such as who you recruited to your army, training terrain and the like. Building in general, improving your holdings, will generally be a non issue, unless factors pop up such as lack of supplies, etc. Feel free to tax, raise your troops from levies, or specific parts of the populace, but all these actions will end up having varying consequences, of varying severity. Also expect random events to happen on the map.
Below is the starting map, I will get different sides threads up tomorrow if interest is shown.
Ladron Thread-
http://www.bay12forums.com/smf/index.php?topic=152547.0Hao Kin Yuu Do'Dis Thread-
http://www.bay12forums.com/smf/index.php?topic=152546.0Current Map
Current Rules:
Each Turn is a season. Spring Summer Fall Winter.
Each side can try as many actions as they want each season, some actions will take multiple turns such as buildings castles.
Soldiers must be recruited and trained. How you recruit your troops will affect the economy and some other things about the troops, for example raising an army of farmers during harvesting season would limit the amount of food harvested in the fall. Hiring Hunters would net you men who come with their own bows, but less hunting will increase the number of animals on your land after some time.
You will build up a stock pile of goods if you do not use those gathered during the season. Your cities have basic industry, but may need expansion for larger orders.
Training, equipment, discipline, experience, and other factors will influence battles.
Skirmishes will be simulated as will the campaigns before large battles. > FOr example the raid done by Ladron
Large battles will be held in the OOC thread, commands given in each sides own thread provided they have a commander > This has yet to happen.
Some things will have rolls, while more simple tasks will just happen automatically.
The final word of each house is the Lord of the House, however if he dies a random person who is ACTIVE in conversation will be chosen as the new leader, while the last is allowed to continue to be an adviser.