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Author Topic: Lords and Courts: Deus Vult!  (Read 3071 times)

kahn1234

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Lords and Courts: Deus Vult!
« on: March 24, 2016, 10:36:23 am »

HELLO! This suggestion game is going to be in the vein of the Lordship suggestion game run by Maldevious from the 1st January 2013. I am going to try and do that one justice.

However, I am going to make my own little twist. Well, multiple twists.

First, I am going to ask you all to select a period, as well as provide a name, background and main weapon and armour speciality (if applicable to your background). Now, the weapon specialities you can choose and your background to a certain degree will be dictated by the historical period you choose. The game world will reflect that period to the best of my historical knowledge (although I am good at history and generally know my stuff, don’t expect 100% accuracy in mannerisms, speech etc), as will the challenges, events and characters you meet.

There will be one (1) player character, that you all control.

The periods you can choose are as follows below, however be aware that these are general guidelines. I will be rolling a dice to see where in the chosen period you start:

1) Dark Ages-type period (450-950AD Equivalent). Swords and Shadows.

For the world is dark and full of danger. You will be thrown into a world equivalent to our real world dark ages. Castles as you know them are virtually nonexistent. Sword, club, axe and spear rule the battlefield and most soldiers bar the best or veterans are unarmoured bar an iron or steel helm and a iron bound shield. Shieldwalls and boar snouts are the favoured tactics of the eras tacticians. Ambushes by hostile forces are a favourite and coastal raiders run rampant. Fortifications are, at best, all-wood hill forts and motte-and-bailey castles. Famine, plague, raids and other events are common and threaten settlements of all sizes, bar the most important. Feudalism is in its early stages, but even more nations and regions work on the old tribal systems of loyalty and blood-bonds. Polytheistic religions are the main source of religious fulfilment, however a powerful monotheistic religion spread by outsiders is sweeping through the land. This can lead to religious tensions that could threaten the stability of your region.

Weapon Proficiencies: 1H Sword, 1H and 2H Axes, 1H and 2H Clubs, Spear, Shield, Bow, Javelin, throwing axe, sling

Armour proficiencies: Dependent on background.

Possible Backgrounds (ranging from easiest start to hardest start):

- Huscarl/Housecarl (you start of married and in your mid 30's)
- Veteran Warrior (Start off married and in your late 20's)
- Warrior (Unmarried and mid 20's)
- Experienced Fryd (Unmarried and early 20's)
- Fryd Levy (Unmarried and late teens)
- Peasant (Completely Random)

2) Early Medieval period (950-1180AD Equivalent). Deus Vult!

The return of civilisation. Or so the rulers would have you believe. Feudalism is in full swing, and the lords are ever plotting. Civil wars are popular both at home and abroad as nation states and loyalties are forged from the fires of war. Wooden hill forts and motte and baileys have given way to strong stone forts and castles. Chain and splint armour are common for many troops, however the more basic troops are still mostly armed and armoured the same as during the previous period. Rich lords and nobles have steel plate bracers, upper arm guards, shin guards and thigh guards attached to their chain armour as well as wooden square detailed with their livery on their shoulders.

Tactics are more varied. Shieldwalls and boar snouts are now joined by schiltrom, spear walls, cavalry charges, field fortifications, infantry charges and ambushes. Coastal raiders are now far less common due to the prevalence of coastal forts and garrisons. Overall population of the world is higher due to more food, better conditions and a general better understanding of the world around them. However, plague and famine are still threats that need to be planned for. They aren’t the only issues either. The monotheistic religion of the continent has now spread to almost every corner of it and has even come into conflict with foreign monotheistic religions. Rumour has it that their rival religion is blocking access to the various holy lands. Yet again, war could be on the horizon.

Weapon Proficiencies: 1H Sword, 1H and 2H Axes, Lance, Spear, 1H and 2H clubs, Shield, 1H Blunt, Bow, javelin, throwing axe, crossbow

Armour Proficiencies: Dependent on Background as there are still backgrounds that would leave you fighting unarmoured.

In general, the following are what you can expect from 'armoured' troops.

- Quilted/Padded armour: Good to very good defence against blunt weapons and trauma. Moderate to inferior defence against cutting/chopping and piercing weapons.

- Split armour: Good defence all round. Makes use of steel or iron strips riveted to a hardened leather backing. Vulnerable to piercing attacks.

- Mail armour: Good defence against cutting attacks, moderate protection against piercing (depends on quality of the chain armour), inferior defence against blunt attacks.

- Mail w/ Metal plates: Good defence against cutting attacks, moderate to good protection against piercing (depends on quality of the chain armour), moderate to inferior defence against blunt attacks.

NOTE: Splint, mail and mail+metal plates are all worn on top off quilted/padded under-armour.

Possible Backgrounds (ranging from easiest start to hardest start):

- Minor Noble (depending on role, could be from a disgraced family) (Unmarried and late teens/early 20's).
- Veteran Warrior (Start off married and in your late 20's)
- Warrior (Unmarried and mid 20's)
- Experienced Militiaman (Unmarried and early 20's)
- Militiaman (Unmarried and late teens)
- Holy Warrior (Unmarried and mid 20's at the youngest. Skilled combatant. Loyalty to the Church and would thus run his lordship as a religious man would. Could be hard finding a wife)
- Retinue Soldier (Unmarried and mid 20's at the youngest, pledged loyalty/fealty to a lord already. Skilled combatant. Early professional.)
- Peasant (Completely Random)

3) High Medieval Period (1180-1300AD). Knights and Knaves.

The peak of the medieval period. What everyone thinks of when they think of the age of chivalry and honour. Courtly life is full of intrigue, nations forged from fire are now turning on one another, forcing each other to fight and adapt or die. Wars of religion are dying down as they become less and less successful, for all sides. Civil wars are also a lot less common than they used to be. Stone forts and castles have given way to multi-ringed fortresses and citadels, walls manned by well trained soldiers supported by defensive artillery (Bolt throwers/ballistas, mangonels, trebuchets etc) and traps. Global population is rising rapidly. As such, plague and famine have started to rear their ugly heads again, however these are mainly from too much demand or too many people close together in moderate to inferior hygiene.

Sieges are common and a huge variety of field tactics are employed. Politics plays a huge role in this era, so courtly goings on, political alliances and getting on peoples good side so you can get what you want out of them are recommended tactics. Crafts and trade guilds are also soaring to new heights, with many commanding private armies and navies. The guilds and merchant families can rival the strongest lords and ladies in reach, influence and power. Be wary if they decide to turn their gaze to you. They don’t take kindly to threats to their positions. NOTE: Merchant Families and Guilds in this era would put the modern Mafia to shame. Think of the modern mafia, but 1000 times richer and more ruthless, with massive businesses and guilds all over the continent, massive political connections and their own highly trained, experienced and well equipped personal armies and navies, and you get an idea as to why it would be a very, VERY bad idea to piss them off.

Coastal raids are still uncommon; however as shipbuilding techniques have improved, raiders and slavers from further afield have started rearing their head and like to raid the coast for slaves and booty before slipping away on fast and nimble craft.

This era also saw the rapid rise of a new class: The Professional Soldier. Soldiers, who some call mercenary, that fight for pay and are very well equipped, trained and experienced.

As the general wealth of the people increased, so did the quality of gear one could afford to purchase. All soldiers now had at the very least quilted/padded armour, with many also being able to afford chain or splint armour. Professional soldiers almost always managed to get their hands on chain or splint armour and many of the veterans have spent money on plate armour, however this is rare. Nobles, lords and such all now wear fitted steel armour into battle and also have fitted tournament steel plate for peacetime jousts and bouts. Due to the rise in armour usage, the prevalence of blunt and piercing weapons has increased dramatically, with swords more and more being relegated to a backup weapon role.

Weapon Proficiencies: 1H and 2H sword, 1H and 2H Axes, 1H and 2H Blunt, 1H and 2H Piercing, shield, lance, Long and Short spears, bow (long/war), bow (recurve), bow (short bow), crossbow (siege), crossbow (heavy), crossbow (light), Javelins (uncommon)

Armour Proficiencies: Base armour is padded/quilted, that as before gives good to very good defence against blunt weapons and trauma, moderate to inferior defence against cutting/chopping and piercing weapons. Padded/quilted armour can and is also worn (and is in fact recommended to be worn) beneath all other armour types.

Other armour that can be included if requested (and based on a dice roll) in no particular order:

- Split armour: Good defence all round. Makes use of steel or iron strips riveted to a hardened leather backing. Vulnerable to piercing attacks.

- Mail armour: Good defence against cutting attacks, moderate protection against piercing (depends on quality of the chain armour), inferior defence against blunt attacks.

- Mail w/ Metal plates: Good defence against cutting attacks, moderate to good protection against piercing (depends on quality of the chain armour), moderate to inferior defence against blunt attacks.

- Scale armour: Very good defence against cutting attacks, moderate protection against piercing and blunt.

- Steel Lamellar: Like splint, good defence all round, however it is more flexible and therefore does have more of a weakness to blunt weapons. This is like a fusion between splint, mail and early plate armour.

- Reinforced Lamellar: An improved version of normal steel lamellar. Somewhat heavier which negatively effects stamina, this armour is stronger and more capable in resistance to blunt force attacks.

- Brigandine (note: Only covers torso, neck, upper arms and thighs): Aka cut price plate armour or splint armour on steroids, depending on how you look at things. At least one layer of interlocking bands of steel and steel pieces riveted together and sandwiched between two thick pieces of hardened leather armour. Always worn over padding and quilting. Gives very good defence all around however like all rigid metal armours, it can be damaged and/or pierced by blunt and piercing weapons

- Fitted steel plate (Nobles, Lords etc ONLY): God of the battlefield. Sort of. In the high period, the fluted, fitted, reinforced, beautifully made masterpiece plate armour of the Late Period was not about. High period plate armour covers all the essential bits and is fitted, meaning its weight is evenly distributed across the body meaning wearers can easily get used to it and wear it like a second skin, with minimally impeded movement. However, High Period plate lacks many of the weak point attachments that became standard in the later periods. As such, the neck, groin, armpits, inner elbows and the back of the knees are all common weak points that can be exploited by skilled fighters.

Possible Backgrounds (ranging from easiest start to hardest start):

- Minor Noble (depending on role, could be from a disgraced family) (Unmarried and late teens/early 20's. Highly Skilled combatant).
- Knight/Man-At-Arms (Married or Unmarried, 20 years of age or older. Highly Skilled combatant. Not Necessarily a noble.)
- Professional Soldier (Married or Unmarried, 20 years of age or older for at least 4 years of combat experience and training. Skilled combatant. Any proficiency open for selection, although better armours require a good dice roll.)
- Pledged Professional (Married or Unmarried, 20 years of age or older for at least 4 years of combat experience and training. Skilled combatant. Any proficiency open for selection. Contracted by a merchant family or guild and thus your loyalty is to them).
- Veteran Warrior (Start off married and in your late 20's)
- Warrior (Unmarried and mid 20's)
- Experienced Militiaman (Unmarried and early 20's)
- Militiaman (Unmarried and late teens)
- Retinue Soldier (Unmarried and mid 20's at the youngest, pledged loyalty/fealty to a lord already. Skilled combatant. Professional.)
- Peasant (Completely Random)

4) Late Medieval Period (1300-1620AD). Blood, Steel and Powder.

Ah, the age of discovery, the dawn of the renaissance. An age of technological advancement and rapid cultural maturation. At least, in the later part of the this period anyway. For the first 150 years of this period, we saw the maturation of the High Medieval policies, cultures, warfare and politics that set the stage for the following periods. During this time, the fortresses and citadels of the High period gave way to even stronger fortifications. Gatehouses were improved and toughened with the additions of barbicans, citadels were improved with between 3-5 tiers of star-fort like levels, giving optimum firing lines for heavy and light cannon, bolt throwers, mangonels, trebuchets, archers and crossbowmen defending (for example: ).

Inter-nation wars raged, civil wars made a comeback as did religious strife. The ever present threats of famine and plague were still present, but now they were joined once again by raids, religious zealots, witchhunters, the inquisition and conspiracies and plots run by the nobles and lords of the period. Courtly life was ever perilous and still plays a massive role in the day to day life of the nobles. The guilds and merchant families had only gotten stronger over their many years of operation, however inter-guild and inter-family warfare had thinned their numbers somewhat. Despite these threats, many places were thriving, and the population is rising rapidly as better and better techniques in medicine, city building and agriculture filter out to the wide world.

Coastal raids by foreign slavers have only increased in number. Many nations actively take action against them, however the slavers use foreign ship designs that are faster and more nimble.

Professional soldiers now rule the battlefield, and every army on the march has at least half their number drawn from the many professional regiments. Swordsman, Armsmen, Polearmsmen, halberdiers, pikemen, archers, crossbowmen and light and heavy cavalry of all types can be found in great numbers across the continent. Some 'regiments' are armies unto themselves, such as the famous White Company that numbered 14,000 men at its height. Likewise, armour factories now churn out good to very good quality plate armour in large numbers and almost every soldier can be found to be wearing at least some type of plate.

A recent new development has also been found: Gunpowder. The arquebus and the musket are finding their way onto the battlefield, as are cannons of many sizes. Field troops using the new firearms usually carry blunt or piercing weapons and also a shield (usually a buckler or other small round shield) for self defence and all will wear some type of plate armour, brigandine being the most common.

Knowledge in the period also becomes a source of power. If this period is chosen, be sure to snatch up any learned men or women you find, and be sure to expand learning facilities early on. New discoveries could be the key to defeating certain enemies....

Weapon Proficiencies: 1H and 2H sword, 1H and 2H Blunt, 1H and 2H Piercing, shield (tower/pavise), shield (large), shield (medium), Shield (small/buckler), lance, pike, bow (long/war), bow (recurve), crossbow (siege), crossbow (heavy), crossbow (light), arquebus, musket (flintlock), musket (wheel-lock), Musket (firelock).

Armour Proficiencies: Base armour is padded/quilted, that as before gives good to very good defence against blunt weapons and trauma, moderate to inferior defence against cutting/chopping and piercing weapons. Padded/quilted armour can and is also worn (and is in fact recommended to be worn) beneath all other armour types.

Other armour that can be included if requested (and based on a dice roll) in no particular order:

- (Obsolete and rare) Split armour: Good defence all round. Makes use of steel or iron strips riveted to a hardened leather backing. Vulnerable to piercing attacks.

- (Obsolete and rare) Mail armour: Good defence against cutting attacks, moderate protection against piercing (depends on quality of the chain armour), inferior defence against blunt attacks.

- (Obsolete and rare) Mail w/ Metal plates: Good defence against cutting attacks, moderate to good protection against piercing (depends on quality of the chain armour), moderate to inferior defence against blunt attacks.

- (Obsolete and rare) Scale armour: Very good defence against cutting attacks, moderate protection against piercing and blunt.

NOTE: the above 4 armours are now available to peasant and militia backgrounds as standard. Late period condition only.

- Steel Lamellar: Like splint, good defence all round, however it is more flexible and therefore does have more of a weakness to blunt weapons. This is like a fusion between splint, mail and early plate armour.

- Reinforced Lamellar: An improved version of normal steel lamellar. Somewhat heavier which negatively effects stamina, this armour is stronger and more capable in resistance to blunt force attacks.

- Brigandine (note: Only covers torso, neck, upper arms and thighs): Aka cut price plate armour or splint armour on steroids, depending on how you look at things. At least one layer of interlocking bands of steel and steel pieces riveted together and sandwiched between two thick pieces of hardened leather armour. Always worn over padding and quilting. Gives very good defence all around however like all rigid metal armours, it can be damaged and/or pierced by blunt and piercing weapons

NOTE: If the late period is chosen, and you are requesting a very good armour proficiency (any of the below armours), there will be dice roll based conditions.

You cannot under any circumstances start off with the nobles only armour, even if you start as a minor noble. This is for elite foot knights/men-at-arms and high ranking nobles only. If you request the non-nobles only fitted full plate, you need a natural 12 followed by a natural 9 or higher. Anything below and you will get the unfitted full plate. Anything below a 4 on the second roll grants you the three quarter plate. This goes for all, whether the mail under armour is included or not.

If you choose the Three quarter plate, you need a natural 7 or higher, otherwise you get half plate. If you chosee half plate, you need to roll a natural 3 or higher on a D12 to get it, otherwise you get Brigandine.

Also note, half and three quarter plate CAN be added on to later to cover more of the body and you can obviously buy or otherwise acquire mail armour to wear underneath.

Also note, the below armours are not available from the start for the following backgrounds:
- Veteran Local Warrior
- Local Warrior
- Experienced Militiaman
- Militiaman
- Peasant



- Padded/quilted w/ Half Plate Harness: This armour covers from the upper thighs up. It does not have a movement/agility penalty, although it does have a visibility penalty. As you would expect from plate armour, this gives very good defence all round. Your shins, feet and lower thighs are, however, vulnerable to attack when wearing this armour and thus it is not as impervious to ranged attacks as the full plate. Your legs are now also vulnerable in melee combat.

- Padded/quilted w/ Three Quarter Plate Harness: This armour covers from the knees up. It does not have a movement/agility penalty, although it does have a visibility penalty. As you would expect from plate armour, this gives very good defence all round. Your shins and feet are, however, vulnerable to attack when wearing this armour and thus it is not as impervious to ranged attacks as the full plate.

- Padded/quilted w/ Full Plate Harness (Unfitted): Uncomfortable and, if you don’t have the stamina, tiring. It will protect you from most attacks, however it can cause great discomfort on top of the usual weaknesses of full plate armour such as reduced visibility. Movement is also impaired as the armour is not fitted properly to the users form. This armour gives excellent defence against all attacks, but has downsides such as a movement/agility penalty as well as a visibility penalty.

- Padded/quilted w/ Full Plate Harness (Fitted):  Similar to the fitted plate the nobles use, this armour is not as well made. It does not have all the weak point additions, although many are covered, and it does not have the reinforcement or fluting of the noble armour. It is still good quality armour that can defend against much of what is thrown at the wearer. Visibility is obviously reduced due to the helm visor slits; however that is the price paid for the armours protection. This armour gives excellent defence against all attacks.

- Padded/quilted w/ Mail under armour and Half Plate Harness: This armour covers from the upper thighs up. It does not have a movement/agility penalty, although it does have a visibility penalty. As you would expect from plate armour, this gives very good defence all round, and the quilted and mail under armours pushes that up to excellent. Your shins, feet and lower thighs are, however, vulnerable to attack when wearing this armour and thus it is not as impervious to ranged attacks as the full plate. Your legs are now also vulnerable in melee combat.

- Padded/quilted w/ Mail under armour and Three Quarter Plate Harness: This armour covers from the knees up. It does not have a movement/agility penalty, although it does have a visibility penalty. As you would expect from plate armour, this gives very good defence all round, and the quilted and mail under armours pushes that up to excellent. Your shins and feet are, however, vulnerable to attack when wearing this armour and thus it is not as impervious to ranged attacks as the full plate.

- Padded/quilted w/ Mail under armour and Full Plate Harness (Unfitted): Uncomfortable and, if you don’t have the stamina, tiring. It will protect you from most attacks; however it can cause great discomfort on top of the usual weaknesses of full plate armour such as reduced visibility. Movement is also impaired as the armour is not fitted properly to the users form. This armour gives excellent defence against all attacks, but has downsides such as a movement/agility penalty as well as a visibility penalty.

- Padded/quilted w/ Mail under armour and Full Plate Harness (Fitted): Similar to the fitted plate the nobles use, this armour is not as well made. It does not have all the weak point additions, although many are covered, and it does not have the reinforcement or fluting of the noble armour. It is still good quality armour that can defend against much of what is thrown at the wearer. Visibility is obviously reduced due to the helm visor slits, however that is the price paid for the armours protection. The quilted and mail armour underneath further enhances the armours defensive capabilities and helps reinforce the weak points in the armour. This armour gives excellent defence against all attacks and no movement/agility penalty. It does have a visibility penalty.

- Padded/quilted w/ Mail under armour and very high quality Fitted steel plate (Nobles, Lords etc ONLY): God of the battlefield. Now, in the late period, the fluted, fitted, reinforced, beautifully made masterpiece plate armour is now about and popular in the noble use, and is even used by the knights and professional men-at-arms (although rare in their usage). Late period plate armour covers all the essential bits and then some. It is also fitted masterfully, meaning its weight is evenly distributed across the body and therefore the wearers can easily get used to it and they can quickly feel like they have a second skin, with minimally impeded movement. Late Period plate has all the weak point attachments; the outer and inner elbow is now protected by a strong specially designed plate that is made so as to not impede movement. The neck is now protected by raised plates on both sides of the next, as well as a gorget and/or a bevor. The groin is protected by specially designed codpieces and are covered by a skirt of mail or scale armour. The back of the knees is now protected by attack by poleynes attached to the greave that are designed to deflect attacks or hooks to the back of the knee. The armpits are the only known weakpoints in late period fitted plate armour. Your best bet is to beat the man into submission or pierce the armor forcing him to bleed out. This armour gives fantastic defense against all attacks and no movement/agility penalty. It does have a visibility penalty.

Possible Backgrounds (ranging from easiest start to hardest start):

- Minor Noble (depending on dice roll, could be from a disgraced family) (Unmarried and late teens/early 20's. Highly Skilled combatant).
- Knight/Man-At-Arms (Married or Unmarried, 20 years of age or older. Highly Skilled combatant. Not Necessarily a noble.)
- Professional Mounted Soldier (Married or Unmarried, 20 years of age or older for at least 4 years of combat experience and training. Skilled combatant. Any proficiency open for selection, although better armours require a good dice roll.)
- Pledged Mounted Professional (Married or Unmarried, 20 years of age or older for at least 4 years of combat experience and training. Skilled combatant. Any proficiency open for selection. Contracted by a merchant family or guild and thus your loyalty is to them).
- Professional Soldier (Married or Unmarried, 20 years of age or older for at least 4 years of combat experience and training. Skilled combatant. Any proficiency open for selection, although better armours require a good dice roll.)
- Pledged Professional (Married or Unmarried, 20 years of age or older for at least 4 years of combat experience and training. Skilled combatant. Any proficiency open for selection. Contracted by a merchant family or guild and thus your loyalty is to them).
- Veteran Local Warrior (Start off married and in your late 20's)
- Local Warrior (Unmarried and mid 20's)
- Experienced Militiaman (Unmarried and early 20's)
- Militiaman (Unmarried and late teens)
- Retinue Soldier (Unmarried and mid 20's at the youngest, pledged loyalty/fealty to a lord already. Skilled combatant. Professional.)
- Peasant (Completely Random)

-----

As you can all likely gather, your background, starting equipment, skills and period will determine the difficulty of the game. Better equipment earlier on will mean the early stages of your settlements build up would be easier as you would be better prepared to fight off bandits, raiders or other combatants. Better equipment would also mean a higher social status and thus you could start off with a number of friends with special skills that would make starting off easier. This would be balanced by peoples expectations of your character being higher, and more notice from the higher ups, as well as more notice from those who may not like a new upstart lordling in or near their lands. After all, you would know the great courtly games, and would be expected to play.

On the other hand, starting off with little will lead to a harder early game, but could lead to an easier later game as the established powers may see you are nothing more than a nuisance. Someone to ignore. They could underestimate you unless you give them reason not to. This would work to your advantage as you would be less likely o be called to aide others or on campaign, which gives you more time to develop as a person and also develop your lands and skills, as well as attract specialists who may help with your developments.

Choose wisely.
« Last Edit: March 24, 2016, 05:08:57 pm by kahn1234 »
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AbstractTraitorHero

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Re: Lords and Courts: The Choice
« Reply #1 on: March 24, 2016, 10:50:08 am »

Hello
Dark ages
Peasent
Name:Yolo.
« Last Edit: March 24, 2016, 12:28:37 pm by AbstractTraitorHero »
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Ukrainian Ranger

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Re: Lords and Courts: The Choice
« Reply #2 on: March 24, 2016, 11:17:11 am »

Dark Ages
Veteran Warrior
Bow
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

StrawBarrel

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Re: Lords and Courts: The Choice
« Reply #3 on: March 24, 2016, 12:04:54 pm »

PTW
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kahn1234

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Re: Lords and Courts: The Choice
« Reply #4 on: March 24, 2016, 12:22:49 pm »

((Guys, you're sort of forgetting the name. Please suggest a name for the character.

Thanks :)  )

tryrar

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Re: Lords and Courts: The Choice
« Reply #5 on: March 24, 2016, 12:37:38 pm »

John Greenwod

Early Medieval Period

Militiaman

Longbow
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

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Re: Lords and Courts: The Choice
« Reply #6 on: March 24, 2016, 01:04:36 pm »

John Greenwod

Early Medieval Period

Militiaman

Longbow

+1
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AbstractTraitorHero

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Re: Lords and Courts: The Choice
« Reply #7 on: March 24, 2016, 01:09:39 pm »

John Greenwod

Early Medieval Period

Militiaman

Longbow

+1
-1 unless his name is changed to Johnathan then +1
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tryrar

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Re: Lords and Courts: The Choice
« Reply #8 on: March 24, 2016, 01:41:42 pm »

Sure, why not?

So it's Johnathan Greenwood
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Romans

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Re: Lords and Courts: The Choice
« Reply #9 on: March 24, 2016, 02:03:46 pm »

John Greenwod

Early Medieval Period

Militiaman

Longbow

+1
-1 unless his name is changed to Johnathan then +1
Same make it Jonathan +1
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AbstractTraitorHero

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Re: Lords and Courts: The Choice
« Reply #10 on: March 24, 2016, 02:10:50 pm »

Yeah Jonathan just sounds more time appropriate then John.
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kahn1234

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Re: Lords and Courts: Deus Vult!
« Reply #11 on: March 24, 2016, 06:04:31 pm »

(Rolled the die, halving the number of years each time. That is how I reached the beginning year. Please note, the periods are rough, even in real life history. There obviously isnt some instant shift at the start of each different period.)

(Also note, this setting is anologous to the equivalent period in our world. No countries we know will appear. The game will move at 1 month per turn, possibly up to a season should time need to pass quickly.)

Spoiler (click to show/hide)

21st June, Year of Our Lord 1168.

You are sat in the waiting area of the capital's royal palace, a grand building similar in scope and design to a cathedral. You would admire the place further, however you cannot take your mind off of the precedings today. Your are being knighted, by the King, for saving his life in battle. You, a lowly militiaman. You can still remember the battlefield, the sounds of steel and iron colliding, the screams of the dying and the roars of the victorious as man cleaves man. You remember the red mist that hung over the field at its close, the carpet of bodies and broken steel; shatters shields and collapsed skulls.

You cannot quite remember how you found yourself fighting alongside the king, you bow string not knowing rest as the enemy closed to within 30 paces of you. You remember feeling no emotion, just a cold calm as you went about your bloody business. You remember noching your heavy arrows, ideal for shorter ranges and for piercing the mail armour of the attacking foot knights. You remember the look on the kings face as your arrow embedded itself in the eye socket of an enemy knight, one that had tripped the king and was readying himself to deliver the killing blow. You remember rushing to his aid and killing another enemy knight with another arrow whilst the king recovered. You remember the proud smile on the kings face as he clapped you on the shoulder after the battle and that he took your name. Jonathan Greenwood.

Your life prior to the war was a simple one. You aided your family farm its plot, your older and younger brothers and sisters helping too. Your father, a large bear of a man, kindly and wise teaching you the art of archery once you were just five summers old. Your mother, the flower of the village, teaching you the art of reading and writing. She never did tell you how a peasant woman came to be lerned. Her skill with herbs lead everyone to believe she was an assistant to an apothecary at one time. Every other day, once you were old enough to join the levy, you drilled with the other men in club usage and archery, compounding the training your father gave you. By the age of 18 you were able to draw a 100lbs longbow and had arms the envy of all the young archers.

When the war came, the sergeants of the local garrison came to your village and levied the local men. Half the villages number were taken, pressed into service as archer skirmishers. A heavy lead weighted club, small round shield and steel nasal helm were provided, but otherwise you only had your own clothes and equipment to carry on campaign. Over the last two years, you have fought in 8 battles, each time adding kills to your tally, perfecting your form and speed. Now, many call you an archer marksman.

Now, far from the former frontlines, you sit in the stewards waiting area, ready to be called. You have bathed and put on your neatest clothing. Standing at a tall 6 foot 2 inches, well built from years of longbow use and farming, you strike an imposing figure.

The king could not be in attendence for this ceremony of honour. He had to attend to urgent court business.

Finally, one of the Stewards attendents motions you through to the main hall after he had finished writing whatever it was administrators wrote on his scroll, where you are met by a large crowd. In attendence is a wide variety of people, from nobles to the front to more common folk further back. The steward and going through an astonishing long list of honours, and one by one the people are called by name and given an honour.

Looking up with a somewhat shocked face, the Steward calls you name. Striding forward with confidence, you walk towards the raised section at the front of the Royal Audience Hall.

As you get close, the Steward speaks. "Greenwood? Jonathan Greenwood?" You nod twice. The steward stands straighter. With a nod to an armoured man standing near by, he speaks again. "On behalf of His Royal Highness Eddard Wellander VI, King of the Eleddin, Keeper of the Firestone, Blood of the Dragon, I hereby honour you for your actions exactly one month ago today at the Battle of Todley Peak, where you struck down two of the enemies finest in defence of the Kings life." The Steward eyes you for a moment, looking you up and down. "Please kneel". Without hesitation you kneel, wondering where this could be going. Murmuring starts up behind you. You notice the armoured man from before has taken up position infront of you. He touches your shoulders with his sword as the Steward speaks again. "I, on behalf of the King, grant you the title of Sir Jonathan Greenwood."

As the armoured man, one you now recognise as a knight, backs away without a word, the Steward continues. "His majesty has also seen fit to grant you a parcel of land to establish a new settlement for his glory. You will be placed under vassalage of the local lord." He takes out a piece of long parchment. "Can you read?" You nod. Surprised, he smiles. "Good. Please choose the land you would like from the following four land plots."

Option 1:

A heavily forested area with many rocky outcroppings and many marshes. The area is not heavily populated by any measure, the largest existing settlements are hamlets at best. The countryside is dotted by the odd lone farmstead. The local lord is Earl Richard Earlsen.

Option 2:

Sandwiched between one of the large rivers of the Kingdom and a tributary for another, this plot has a rather large hilly area that intersects with a massive plain of grassland and sparse forest. The hills are high, by not near being mountains. The tributary starts in them, and all along its length in this land plot is dense forest, that follows the tributary downstream. The hills are also fairly forested. The area is somewhat populated, with scattered small villages and the odd small town in the area. The local lord is Earl Joffrey Despenser.

Option 3:

This plot of land straddles one of the main great rivers of the land, and includes dense forest and part of a mountain range. There is plenty of highly fertile farmland on both sides of the river. There is a main road nearby that leads to a major city. Somewhat populated. Some small villages and two nearby towns. There is also a monastery nearby that produces several different honeys. The local lord is Earl Bayard Ruville.

Option 4:

This plot is also sat straddling a great river. It too has dense forest, however it also has a very hilly region nearby that lies well within the plots borders. A mountain range is also nearby, however how much of that lies in the land plot is not clear. It has plenty of farmland and is moderately populated. There are three nearby towns, multiple main roads to main cities, one of which is the capital as well as a dozen villages of various sizes. In the plot, near the river is an old ruined stone fort, built 50 years ago but destroyed by river raiders.




« Last Edit: March 31, 2016, 02:03:45 pm by kahn1234 »
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AbstractTraitorHero

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Re: Lords and Courts: Deus Vult!
« Reply #12 on: March 24, 2016, 06:11:16 pm »

Guys I think we should do 4 because it's near the capital so we can more easily keep in contact with the king there's towns that we can go to for food and amenity's and that raider fort could make a great castle/keep.
Option 4
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NRDL

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Re: Lords and Courts: Deus Vult!
« Reply #13 on: March 24, 2016, 06:18:36 pm »

Guys I think we should do 4 because it's near the capital so we can more easily keep in contact with the king there's towns that we can go to for food and amenity's and that raider fort could make a great castle/keep.
Option 4

+1
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AbstractTraitorHero

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Re: Lords and Courts: Deus Vult!
« Reply #14 on: March 24, 2016, 06:20:24 pm »

So what should we say in character?
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