"The Earth giveth, and the Earth taketh away." ~Earthspeaker saying.
Livatla is a region ruled by Lords and Ladies, Aldermen and Mayors. Conflicts shake the region and yet, despite this, warfare is rarely seen in its full terrible glory. For battle is not some wondrous thing, not something to aspire to - rather something to fall back on incase all else fails. For true glory can only be found in the deeds of men and women, in duels and speeches and ostentatious displays of wealth. One cannot expect others to follow them when they are not willing to take risks themselves, and being willing to allow death to come to those under them is the mark of a selfish leader. Will you prove to be a great leader, one to unite the People and Nobility under you? Or will your cowardice and greed be your undoing?
This thread is to determine whether there'll be enough interest in the game for it to run properly. It'll need atleast half a dozen players, but the more the better. This is a roleplay-oriented game with strategy elements. Personal conversation will be greatly encouraged, as will political outmaneuvering and management of personal domains. There is no wrong way to play this game.
How to join:Simply fill out the character sheet below and wait. There is no max as of yet, but I'm not sure if I'm quite willing to grab
too many players if there's high turnout. Sheets submitted will be added to the waitlist OR can be given the title of a minor noble, up to the player submitting the sheet. I might allow applications for Lord Mayors or Aldermen later on, but for now I'm keeping it simple - players may only apply to be Lords.
Name: The name (first name and Family name) of the character.
Age: The age of the character; the coming-of-age is three full long years (18 years/seasons), and the life expectancy for natural deaths is around nine long years (72 years/seasons).
Gender: Male or Female.
Family: Close family members within your court. Or those who might pose a threat to your legitimacy. Can be other players if agreed upon.
Stats: (number them from 1 to 4; put up to three +'s (+++) on each stat. For each +, put a - on a different stat (max --- on a single stat). Stats are weighted rolls.
Admin - Administrative ability. Affects tax, manpower, building costs, logistics, upkeep, and any other manner of managerial activity.
Politics - General rhetoric, charisma, cunning, and ability in interacting with others. Affects speaking, political moves, diplomacy, and loyalty.
Command - Ability to inspire, lead, and command. Affects vassal limit, military ability, leadership, and inspiration.
Combat - Personal combat. Affects rolls in which you are personally involved in fighting.
Starting Situation - Not really a stat, but you can take +'s or -'s here for a more skilled monarch. If desired, you can also specify a preferred starting situation (lots of poor provinces, a single really rich province, a city already under your control, already honorable/prestigious, etc). This will determine starting lands, prestige, honor, wealth, claimants, and situation overall.
Character Bio: The amount you put here is up to you; it can be a short "Born to XXX, inherited lands in X, married X in X" or a novel.
Gameplay:Turns:
Each turn is over the course of three hundred days, with two turns per season and four seasons per a Long Year. Each turn consists of two main phases: the MAIN PHASE, in which actions are submitted and players communicate, and the RESPONSE PHASE, in which players may have a chance to respond to actions and events which influence them. The RESPONSE PHASE will also come into play in the case of conflicts, where players may fight back and forth in duels or battles. Players should be able to respond with their actions within two days, and respond in the response phase within one. Actions and responses are not required, and missing a turn isn't a big deal; the game is meant to be faster-paced, and things will still keep on going in your domain and responding automatically without your presence. Your lands will not die if you aren't there to oversee them; it's more likely that being gone too long will result in the people being fed up with your inactivity and replace you with a new lord.
Actions:
Actions are performed by players every turn. They can perform TWO actions, increasable by a higher politics score (to a max of four actions). Extremely poor political leaders may only have one action (if their score is 7 or below). Actions can include extremely broad (“Levy soldiers and go on campaign in ______’s land) or very specific (construct a Fortress in _______), but more broad or encompassing actions are less likely to be performed exactly as intended - as in those cases, more of the action is left in the hands of NPCs under the player’s command. Diplomatic actions and interactions do not count against one's Action limit, but moving your character from your domain does.
Responses:
At the end of the initial turn synopsis (after the actions are performed), players may be able to respond to actions or events directed at them. For example, if Player A begins campaigning in Player B’s land, Player B has a chance to respond to the war with his own action. Players will be alerted in the synopsis if they can respond to anything immediately; otherwise, they’ll have to wait for the next turn.
Events:
Events are actions generated by the GM, and not the players. They will occur alongside the players’ actions, usually giving them a chance to Respond.
Diplomatic Actions:
Diplomatic actions directed at other players and do not require input from the GM do not take up any action slots. Physically moving your character to another domain (to initiate a duel, for example) DOES take up an action slot; accepting such a request or making the demand while already there would not take up an action. Should a player need to leave their domain to perform actions in their own time (thus taking up an action slot), a regent can be left in control of their lands temporarily, free to perform an action in their stead. Thus, if you need to go challenge a neighboring Lord to a duel for your honor, one could put his brother in control of his domain temporarily so no potential actions are wasted.
Provinces and Cities:
A holding is any province or city under a Lord's control. A domain is the total number of holdings under his and any of his vassals' control. So, while Lord A's domain might encompass Lord B's domain, Lord B still has his own domain. This distinction is important for determining Realm Modifiers. Holdings are separated into Provinces and Cities. Provinces are large regions sparsely populated by farms, hamlets, and villages. Cities are densely packed towns and cities, which rely on non-subsistence activity to sustain themselves. Smaller towns are technically towns, but aren't large enough to be considered so; the cutoff is around eight thousand people to truly be considered its own entity. Should a city arise, it is not considered part of the province it is in unless both holdings have the same owner.
Levels:
Provinces and Cities have levels; these levels determine the size and prosperity of the holding, and therefore the amount of tax and manpower it offers to its owner. Levels are made up of two values: TEMPORARY and PERMANENT values. Temporary values change rather frequently, as a result of things like weather, events, levies, taxes, rebellions, warfare, and actions. It is what the province currently generates in terms of tax and manpower, and naturally increases over time. The permanent value can only be increased or decreased through great fortune or misfortune. A scorched earth policy, the destruction of the provincial capital, an influx of huge trade, a long period of great bounty. A permanent level will also be lost should the temporary level fall to zero, and should the temporary level rise to meet the permanent level, there's a small chance that the permanent level could increase. In essence, temporary level measures recent events while permanent level is the long-term health of the province. Also note that cities can be razed from a high level to 1 or nothing immediately, but provinces cannot.
Wealth and Tax:
At the beginning of the Storm season (turn 7), taxes are collected from your domain and vassals. Domain taxes are dependent on the level of all provinces (equal to the level), cities (equal to 3x the level), admin (modifies as a direct percentage) of the realm, and any additional modifiers (which come in the form of base bonuses, +%, or -% modifiers). Wealth can be spent on practically anything; arming troops, paying advisors, retinue upkeep, donations to the Earthborn, construction, logistics, bribery, gifts, opulence, your chariot, etc. It can also simply be stored and boasted about. It's important that it's not spent too quickly, as normal tax income will only come at the beginning of the Storm season.
Manpower and Levies:
Manpower represents the body of men one can potentially raise. Domain manpower is dependent on the level of all provinces (equal to the level), cities (equal to .5x the level), admin (modifies as a direct percentage) of the realm, and any additional modifiers (which come in the form of base bonuses, +%, or -% modifiers). Manpower is the maximum number of men one can muster; each point represents 1000 men (10 units). Note that this is the MAXIMUM; it is near impossible to actually raise that amount. Manpower comes in multiple forms. Provinces generate PEASANT (~90% of raisable manpower) and NOBLE (~10% of raisable manpower) troops, while cities generate CITY (100% of raisable manpower) troops. Peasant levies are ill-trained and ill-equipped levies, made up of light infantry, archers, and light cavalry. Noble troops are made up of heavy infantry and cavalry, as well as commanders atop armored chariots. City armies are made up of pikemen, crossbowmen, and medium cavalry. Peasant levies can only be raised in the Fire and Storm seasons, while Noble and City troops can be raised in any season. There is no inherent cost to raising troops (as it is their obligation to respond to the call to arms), but there is a logistical cost (supplies and equipment) to raising and maintaining armies. Retinues can also be maintained by wealthy lords and cities, which don't need to be raised.
Prestige:
Prestige is how well-known, respected, and/or feared you are by the People and the Nobility. It is increased most notably by displaying bravery, but many other things can increase or decrease one’s prestige. It is the most important stat in the game, deciding how others will see you and how likely they are to give into requests or demands. Without it, one cannot be expected to gather soldiers, collect taxes, gain lordship over cities, or vassalize other lords. A low prestige can even lead to sections of a lord’s domain to simply turn over to another one. A lord with a “Reviled” or lower Prestige can be justifiably issued a duel demand by any other lord.
Prestige Levels:
Reviled [1], Contemptuous [2], Insignificant [3], Unknown (base) [4], Reputable [5], Respectable [6], Dignified [7], Acclaimed [8], Renowned [9], Exalted [10].
Increased by:
Duels (Duels serve a purpose outside prestige gain as well; see Resolving Disputes)
[Chariot Duels]: Highest prestige gain, most dangerous to both sides.
[Mounted Combat]: 2nd-highest prestige gain; moderately risky.
[Unmounted Combat]: Decent prestige gain; little danger.
[Sparring]: Combat w/ wooden weapons. Often seen as cowardly.
Gaining territory (especially cities).
Chariot Craftsmanship and adornment.
Size and prestige of Family.
Solving disputes favorably.
Repelling invaders (very high prestige gain).
Fighting in and winning battles.
Vassalizing other lords.
Donating to and assisting the Earthborn or Earthguard.
Display of arms and strong military.
Marriage with prestigious family OR lord or lady (between lords is very prestigious).
Making self otherwise well-known among the People and the Nobility.
Decreased by:
Avoiding duels or battles
Issuing unjustified demands for duels.
Allowing others to sully honor or prestige.
Allowing slaying or insulting of family member to go unpunished.
Not rallying to repel invaders (very high prestige loss).
Losing territory (especially Family Seat).
Kneeling to another lord (being vassalized).
Losing duels and battles.
Being denounced by the Earthborn.
Kinslaying.
Invading another lord (unless justified duel was refused).
Promoting peasants to positions traditionally reserved for nobility.
Poor weather conditions or harvests.
Poor management of domain.
Honor:
Honor is how you are seen by the People, and whether your character is held in high or low regard. It is different from prestige in that even a Lord with absolutely no honor might be feared and respected, or a Lord with very little prestige might go out of his way to assist the People and commit good deeds. Honor affects how likely the People are to support someone and do their bidding, such as responding to a levy, electing them as Lord, or leaving a domain to join theirs.
Honor Levels:
Wicked [1], Villainous [2], Reprehensible [3], Objectionable [4], Neutral [5], Ethical [6], Virtuous [7], Righteous [8], Chivalrous [9].
Increased by:
Good traits and deeds.
Assisting the People, especially in dire times.
Spirituality.
Chivalry.
Sparing opponents in combat; NOT ransoming, imprisoning, or executing them.
Decreased by:
Vile traits and deeds.
Treating the People badly.
Razing cities and provinces.
Bloodlust, going to war often.
Theft, breaking own laws, abusing personal power.
Beating opponents through “dishonorable” methods (assassination, bribery, etc.) [if discovered].
Stats:
Administration: Administrative ability. Affects tax, manpower, building costs, logistics, upkeep, and any other manner of managerial activity. Per point above 10, Administration gives +2% admin, -4% building costs, -4% morale reduction from lack of supply, -4% troop upkeep. It also increases the likelihood of a positive outcome from any actions or responses using Administrative methods.
Politics: General rhetoric, charisma, cunning, and ability in interacting with others. Affects speaking, political moves, diplomacy, and loyalty. Per point above 10, Politics gives +5 external relation, +5 NPC vassal loyalty, reduces by about 10% the chance of negative events involving internal politics, and gives a 5% bonus in prestige gain for non-combat. For every three points, the player gets an additional action. It increases the likelihood of a positive outcome from any actions or responses using Political methods.
Command: Ability to inspire, lead, and command. Affects vassal limit, military ability, leadership, and inspiration. Per point above 10, Command gives +2 vassal limit, a +1 in battle rolls, +4% troop morale, a reduced risk of desertion, and a 5% bonus in prestige gain from any battle or duel-related rolls. It increases the likelihood of a positive outcome from any actions or responses using Military methods. Also increases the chance that your call to arms will be honored.
Combat: Personal combat. Affects rolls in which you are personally involved in fighting. Per point above 10, Combat gives a +1 on rolls involving personal combat. A very low score usually represents very poor health, increasing the risk of death by natural causes and reducing the chance of birthing children.
Low scores do the opposite of what's described above.
For one reason or another, Lords might find it in their best interest to expand their lands. There are multiple ways to do this:
- Land Claim (historical claim, neighboring ill-managed province, nearby lordless province, city within own province [claim likely to be rebuked without a high prestige], neighboring heretics).
- Election (Aldermen or Lordsmoot decides to elect you leader; have good prestige, honor, and a high standing with the province or city when a Lordsmoot or Election commences).
- Inherited (Lords can designate an heir; though not always honored, there's a good chance it'll be honored if its a firstborn child. All children get a Land Claim on the deceased's holdings, though).
- Duel (Duels can be demanded over any Land Claim. Refusing such a duel is considered cowardly; in this case, a Casus Belli for raising the banners and marching to war is given to the claimant).
- Prestige Claim (A lord with a very high prestige can demand the vassalization of a lord with a very low prestige (+/-4ish prestige levels). Refusal gives a Land Claim).
- Low Prestige (Every lord has an automatic land claim on a Lord with "Insignificant" or worse prestige).
- Foreign Lands (Any Lord can claim the land of non-Livatlan realms).
- Peasant Rebellion (Any province which rebels against its Lord and drives them out is free to conquer by any other Lord should they remain Lordless).
Background:The Nobility:
The nobility are made up of the military caste and the most successful merchants. Lords, Knights, and Man-At-Arms are all considered nobility, as are Lord Mayors and Aldermen.
A Man-At-Arms is any soldier employed permanently by a Banneret (a Knight with the right to lead men in battle) or Lord; though considered Nobility, this is more of a technicality more than anything else. Knights are soldiers who have been granted a title and rank by a Lord. Landless knights take up residence in their Lords’ households, serving as their household guard. They are often tasked with managing outer holdings owned by their Lords. A Lord is any Knight who owns a holding; the size isn’t rather important, but in general it should contain at least several hundred people OR contain a castle or other fortification. Only Lords or Bannerets may act as Commanders in Noble armies.
Aldermen are members of a city who have grown to such prominence that they have been appointed to the Board of Aldermen. The Board of Aldermen is responsible for running the city, as well as electing the Lord Mayor. The Lord Mayor is someone elected by the Board of Aldermen who is not a Knight; should they elect a Knight, he would be considered Lord of the city. The Lord Mayor performs many executive functions, as well as appoints citizens to the Board of Aldermen should one pass away or resign. He acts as ruler, but his decisions can ultimately be vetoed by the Board, and he can be elected should the Board reach full agreement. The interaction between the Board and Lord Mayor often leads to corruption and machine politics, leading to a stagnant group of Families leading the city semi-permanently despite many cities’ self-toted democracy. Some cities allow the (landowning, male) citizens to elect the Lord Mayor (and fewer still the Board).
The People:
The People are anyone who is not a Lord, Knight, Man-At-Arms, Alderman, Lord, or close family member of one. They are separated into two distinct classes - Peasants and Tradesmen. Peasants are made up of agricultural work AND unspecialized labor; so farmers, fishermen, laborers, beggars; they’d all be peasants. Tradesmen are everyone else - merchants, clergy, artisans, architects, landowners, and so on. Over ninety percent of the population is made up of peasants, while about five percent are made up of tradesmen - meaning The People make up around ninety five percent of the population.
Peasants are submissive to their local Nobility; Lords in provinces, and Lord Mayors in cities. In most places, they must pay taxes and perform military service when requested. This is much more complicated in practice - for example, they will almost never respond to military service during planting or harvesting seasons, and even when they aren’t needed in the fields will need to perform duties at home (such as collecting firewood, repairing fences, digging ditches, tending to animals, etc.). So despite the unspoken law requiring military service, very rarely will all who can answer do so - and that’s just the willing ones.
The people of Livatla worship the earth, believing it to be a deity that grants them their harvests. The majority of the Peasants are deeply religious, as their livelihoods depend on it. Though a clergy exists, most worship and prayer is done in the home, quietly and with family. Sermons do occur, though these tend to be limited due to travel limitations and logistics.
The Earthborn are the clergy of the faith. They initiate almost anyone who comes to them into their ranks, though only a handful become full-fledged Earthspeakers. The Earthborn tend the sacred Stone Gardens (sprawling underground gardens), perform sacred rites, feed the poor, and ensure the continued fertility of the land.
The Earthguard are the soldiers of the faith. Disgraced nobles, orphans, promising Earthborn - these are among those who make up their ranks. Revered for their martial prowess, they fight using swords (most often sword and board), and wear mottled green and brown mail. They serve to protect the countryside - farmsteads, villages, Stone Temples, and travelers. They are thus held in utmost esteem by the People.
Large-scale battles are rare in Livatla, as few dare to invade the region and wars between lords are looked down upon. However, though most conflicts are dealt with on a personal level, it is sometimes necessary to raise the banners and march into battle.
Noble armies (those raised by Lords, primarily from nobles and peasants within their territory) are usually made up primarily of masses of light infantry, archers, and skirmishers around a core of heavy infantry and cavalry. Lords ride into battle atop armored chariots, the quality of which helps determine their measure of prestige. It is often expected of them to be in the thick of the fighting, after the initial skirmishes give way to an extended melee. Though this is how Livatlan warfare tends to go, it is not always the case. Usually the two sides clash until one side routs, and a hunt for captives begins. Very rarely are these battles determined by sheer numbers or outright casualties, more often by a greater show of force. Only bannerets and Lords can act as commanders; the death or capture of many of one side’s commanders nearly always results in a rout.
Urban armies (those raised by Lord Mayors from personal retinues and burghers within their territory) are usually made up of formations of pikemen, medium infantry, crossbowmen, and medium cavalry. These armies tend to be much better trained overall, though inferior to the noble caste and less in numbers than what Lords can muster. Urban armies tend to rely on battering the enemy forces with repeated volleys, holding them in place with phalanxes and crashing into their flanks with cavalry charges. Urban armies are usually much-better trained and disciplined, and routs are much more difficult to cause; normally the goal is to break the pike formations to open up their crossbowmen to infantry and cavalry charges. Battles are led by commanders promoted on ability or political connections, and very rarely do Lord Mayors or Aldermen lead battles personally. Usually it’s a family member or competent strategist.
A year in the Livatlan calendar is three hundred fifty days, while a Long Year is about eight years. Seasons last several years, and are called the Water (or Growing or Life), Fire (or Blood), Earth (or Harvest), and Storm (or Dark) seasons, which last last two years each, leading to a Long Year (in which every season occurs) of eight years.
Each season has important implications historically and within the gameplay.
Water - Peasants are busy planting crops. War is rare, as failing to sow the fields is a death sentence for the province. During this season, levying peasants is impossible (or atleast very difficult). In the first year of the season, the Rite of Growth is performed at each Earth Temple. Aldermen are expected (though not required) to donate to the Earthborn during this season.
Fire - Warfare is most common in this season, as peasants are free from tending the soil and the weather allows for battle readily. The blistering heat opens up the western mountain passes and lowers the water levels of Livatla’s rivers, meaning invasion is common during the Fire season. Some cults believe that warfare is necessary to water the crops with the blood of men (hence its alternate name), and otherwise the harvests will fail.
Earth - Peasants are busy gathering crops. As in Spring, war is rare and peasants cannot be levied as failing to harvest the crops will lead to famine. In the first year of the season, the Rite of Earth is performed at each temple. Lords are expected (though not required) to donate to the Earthborn during this season.
Storm - Sometimes known during the Dark season, the Storm season is cold and dark. Howling winds and storms are common, and blistering snowfalls sometimes prevent warfare. Storm is used when the land is still passable, while Dark is used when being outside for too long is hazardous. Taxes are collected in the first year of the Storm season, and it’s possible for Lords to go to war during the Storm (but not the Dark) season.
Levies: Possible during Fire and Storm.
Warfare: Possible during any season but Dark.
Taxes: Collected during first year of Storm/Dark.
As mentioned previously, the land is ruled by Lords and the cities by Aldermen and Lord Mayors (or Lords). Outside this, there is no central government. Lords will occasionally vassalize each other or rule over cities, but only once in Livatla’s history has this allowed for a single Lord to rule the region in its entirety. Despite Livatla’s lack of government, there are powerful cultural stigma to keep enemies at bay and the region strong.
Combat with other lords is frowned upon, and warmongering can lead to a major loss of both prestige and honor. Disputes are instead settled personally, and though armies will occasionally muster as a show of force, usually these conflicts are settled through duels to prevent loss of life and keep the image of the leaders intact.
During times of large-scale foreign invasions, Lords and Lord Mayors are expected to raise their troops and march to battle. Failing to rally alongside the other Families is seen as a sign of betrayal and cowardice, and can single-handedly wreck one’s prestige. Livatla’s sheer size can lead to armies larger than any other musterable in the known world, and thus it’s often seen as suicide to invade. Do note that the expectation to defend Livatla is only in the case of a foreign invasion, and doesn’t extend to a Lord attempting to expand his borders into a neighboring nation.