Woe to the vanquished. For three hard years we fought, yet in the year 540 the Kingdom of Doumore had just finished crushing a vicious invading force from the sea. It wasn't the first time the invaders had come, every few years a new force, yet with heavy prayer it is the last. There were many skirmishes, conflicts, raids, and battles. The greatest was the Battle of Parithra which resulted in a great many deaths. For the last six months the remaining enemy have been driven off and peace has come, or has it? The influx of foreigners who had initially fled the invaders, and where left in the land after the war, mixed with the prolonged economic drain from the conflict, has left Doumore in an unbalanced state.
There is an old tale of a place known as Sen Vieu. Some say it was an Elven city, a Dwarven forge, a Giant's weapon, and others a pagan shrine. The only thing the legends agree on is that whoever takes Sen Vieu will gain unconceivable power. With the King's proclamation of great reward for the one to give him Sen Vieu; other ambitious and adventurous lords go out to claim it for themselves. Is Sen Vieu real? If it is who will take it? What are you willing to do for power?
Orders <-- link to more details on orders
Skill Order - this order uses physical attributes. If you are trying to sneak in somewhere, leading an army, or if your order is just to move crates to and fro. Your Skill stat affects this order the most, and it is crucial to helping win battles and duels.
Acumen Order - this order focuses on mental faculties. If your character is attempting to plot, learn, investigate, persuade, or manage the realm. Your points in acumen increase your roll success and are rather helpful when trying to construct new buildings, raise taxes, and other matters of state.
Quest - this requires both skill and a acumen to do well in. This order is used specifically for gaining randomized new items to increase your skill set. It is also where players search for Sen Vieu with, which is a dangerous and long process. Critical failures when questing can result in either injury or death of a player character.
This is how increases in Skill and Acumen affect your rolls. 1 point is a 1d4, 2 is a 1d4 but with a reroll with the highest roll being taken. Each successive point gets progressively better. There is still a chance to obtain a critical failure but it is lessened as a player progresses. The higher the roll the better.
1d4, 1d4 reroll, 1d6, 1d6 reroll, 1d8, 1d8 reroll, 1d10, 1d10 reroll, 1d12, 1d12 reroll, 1d16, 1d16 reroll, 1d20, 1d20 reroll, 1d24, 1d24 reroll, 1d26, 1d26 reroll, 1d28, 1d28 reroll
Items
The way to increase your In-Character's stats is through gaining items. These can only be acquired through questing or buying them from other players. These items can provide either flat stat increases, give advantages in duels, increase resource generation, and a myriad of other things. Note you can only have three items active at a time. Any others will be in reserve, which you can sell to other players.
Resources
There are a handful of things needed to maintain your fiefdom.
Gold - used to purchase things, pay wages, usually gathered from looting and taxes.
Food - necessary for feeding your people and army.
Resources - general non-perishable items which are used to maintain equipment, castles, and build new structures.
Manpower - a certain amount of your population which can be raised for combat.
Renown - by doing quests, or great deeds your character will gain renown. This is useful in ensuring the population doesn't revolt, helps in dealings with NPCs, and so forth. Negative Renown is infamy which increases revolt chance, and reduces NPC attitude toward you. It also makes your character better at more devious orders like assassination plots, and other nefarious deeds.
Health - your character will start with 100% health. In battles and duels this can decrease, if it reaches zero then your character is dead. Your health will slowly regenerate over time if lost though.
Military
While there is a battle calculator it is wise to give your battle orders in phases. First phase being Skirmish, Second Melee, Third Pursue. That way I can have individual amounts of units fighting. Make sure it is only two lines at most for each phase description. There is also a chance player characters will end up dueling each other in fights whether they ordered to cause that or not.
Duels
In battles there is a random chance your character will end up dueling someone, be it NPC or Player, of the opposing side. There is a calculator for this too.
Death
Your character will die should their health reach 0%. Upon death any heir you have will gain 3 random attributes (but will keep hereditary ones such as Elfbrood, and Giantborne)[I may roll attributes for the heir ahead of time if you wish]. A player is within their right to start as a completely new character in an unclaimed fief as well.
Depending on your death you will lose items. If you die on a quest a roll will be done to determine which items pass on to your successor. If your character dies of old age, or is assassinated in their home, you keep all the items. If your character dies in a duel then the victor of said duel gains at least 1 item at random off your corpse as loot.
Buildings
There are a number of structures which can be built within the realm, yet not always in the same place. This list will show what the buildings are, where they can be built, and cost of construction. The reason some places are barred or encouraged to have certain buildings is to emphasize how Doumore is set up. Such as mountainous baronies having less places to farm but the ability to mine.
A player can build as many buildings as they want in a turn so long as it can be afforded and matches the requirements.
Magic
Races
Culture
Religion
KINGDOM LAWS
There is an old tale of a place known as Sen Vieu. Some say it was an Elven city, a Dwarven forge, a Giant's weapon, and others a pagan shrine. The only thing the legends agree on is that whoever takes Sen Vieu will gain unconceivable power. With the King's proclamation of great reward for the one to give him Sen Vieu; other ambitious and adventurous lords go out to claim it for themselves. Is Sen Vieu real? If it is who will take it? What are you willing to do for power?
Orders <-- link to more details on orders
Skill Order - this order uses physical attributes. If you are trying to sneak in somewhere, leading an army, or if your order is just to move crates to and fro. Your Skill stat affects this order the most, and it is crucial to helping win battles and duels.
Acumen Order - this order focuses on mental faculties. If your character is attempting to plot, learn, investigate, persuade, or manage the realm. Your points in acumen increase your roll success and are rather helpful when trying to construct new buildings, raise taxes, and other matters of state.
Quest - this requires both skill and a acumen to do well in. This order is used specifically for gaining randomized new items to increase your skill set. It is also where players search for Sen Vieu with, which is a dangerous and long process. Critical failures when questing can result in either injury or death of a player character.
This is how increases in Skill and Acumen affect your rolls. 1 point is a 1d4, 2 is a 1d4 but with a reroll with the highest roll being taken. Each successive point gets progressively better. There is still a chance to obtain a critical failure but it is lessened as a player progresses. The higher the roll the better.
1d4, 1d4 reroll, 1d6, 1d6 reroll, 1d8, 1d8 reroll, 1d10, 1d10 reroll, 1d12, 1d12 reroll, 1d16, 1d16 reroll, 1d20, 1d20 reroll, 1d24, 1d24 reroll, 1d26, 1d26 reroll, 1d28, 1d28 reroll
Items
The way to increase your In-Character's stats is through gaining items. These can only be acquired through questing or buying them from other players. These items can provide either flat stat increases, give advantages in duels, increase resource generation, and a myriad of other things. Note you can only have three items active at a time. Any others will be in reserve, which you can sell to other players.
Resources
There are a handful of things needed to maintain your fiefdom.
Gold - used to purchase things, pay wages, usually gathered from looting and taxes.
Food - necessary for feeding your people and army.
Resources - general non-perishable items which are used to maintain equipment, castles, and build new structures.
Manpower - a certain amount of your population which can be raised for combat.
Renown - by doing quests, or great deeds your character will gain renown. This is useful in ensuring the population doesn't revolt, helps in dealings with NPCs, and so forth. Negative Renown is infamy which increases revolt chance, and reduces NPC attitude toward you. It also makes your character better at more devious orders like assassination plots, and other nefarious deeds.
Health - your character will start with 100% health. In battles and duels this can decrease, if it reaches zero then your character is dead. Your health will slowly regenerate over time if lost though.
Military
Doumore's military is feudal for the most part. For the purpose of game mechanics a player can keep their forces raised indefinitely if they can afford it. Should a player run out of food/resources/gold for their forces they will lose men to desertion. While dwarven-plate-mail does exist it is very expensive, and the most common armor of soldiery is chain-mail. Players may also buy as many of these units in any order or amount in a single turn.
Levy - Purchase(5 gold, 2 resources, 1 manpower)[Maintenance Cost: 0.2 gold, 1 resources, 2.3 food] This is the cheapest unit and it is easy to swarm with them. They also however easy to kill. That being said in mass they are still the best means of dealing with cavalry. They are very useful in sieges however where they can keep enemy troops back at crucial checkpoints.
Men-at-Arms - Purchase Cost(10 gold, 5 resources, 1 manpower)[Maintenance Cost: 0.6 gold, 2 resources, Food 3] These are heavy infantry. They wear chain-mail and go into battle with shields and swords. They are the best at dealing with Levy forces, and can hold out against cavalry better than most.
Missile - Purchase Cost(8 gold, 7 resources)[Maintenance Cost: 0.4 gold, 2.3 resources, 2.5 food] The ranged units of any army. Their job is to bunch up and fire mass volleys at an enemy force. They are particularly useful against infantry and especially valuable in sieges.
Cavalry - Purchase Cost(20 gold, 50 resources, 1 manpower)[Maintenance Cost: 1 gold, 3 resources, 4 food] Armed in chain mails with swords, shields, and spears as lances. These units are extremely dangerous on an open field. They are best at taking out archers, but still can fight infantry units. They are near useless in a siege.
Warship - Purchase Cost(50 gold, 200 resources, 25 manpower)[Maintenance Cost: 2 gold, 50 resources] Be it longboat or cog these vessels are large and reinforced to fight off enemy vessels. Either through ramming or boarding parties. Each ship can transport 100 troops. They are also expensive in cost and maintenance so be careful with them.
Levy - Purchase(5 gold, 2 resources, 1 manpower)[Maintenance Cost: 0.2 gold, 1 resources, 2.3 food] This is the cheapest unit and it is easy to swarm with them. They also however easy to kill. That being said in mass they are still the best means of dealing with cavalry. They are very useful in sieges however where they can keep enemy troops back at crucial checkpoints.
Men-at-Arms - Purchase Cost(10 gold, 5 resources, 1 manpower)[Maintenance Cost: 0.6 gold, 2 resources, Food 3] These are heavy infantry. They wear chain-mail and go into battle with shields and swords. They are the best at dealing with Levy forces, and can hold out against cavalry better than most.
Missile - Purchase Cost(8 gold, 7 resources)[Maintenance Cost: 0.4 gold, 2.3 resources, 2.5 food] The ranged units of any army. Their job is to bunch up and fire mass volleys at an enemy force. They are particularly useful against infantry and especially valuable in sieges.
Cavalry - Purchase Cost(20 gold, 50 resources, 1 manpower)[Maintenance Cost: 1 gold, 3 resources, 4 food] Armed in chain mails with swords, shields, and spears as lances. These units are extremely dangerous on an open field. They are best at taking out archers, but still can fight infantry units. They are near useless in a siege.
Warship - Purchase Cost(50 gold, 200 resources, 25 manpower)[Maintenance Cost: 2 gold, 50 resources] Be it longboat or cog these vessels are large and reinforced to fight off enemy vessels. Either through ramming or boarding parties. Each ship can transport 100 troops. They are also expensive in cost and maintenance so be careful with them.
Duels
In battles there is a random chance your character will end up dueling someone, be it NPC or Player, of the opposing side. There is a calculator for this too.
Death
Your character will die should their health reach 0%. Upon death any heir you have will gain 3 random attributes (but will keep hereditary ones such as Elfbrood, and Giantborne)[I may roll attributes for the heir ahead of time if you wish]. A player is within their right to start as a completely new character in an unclaimed fief as well.
Depending on your death you will lose items. If you die on a quest a roll will be done to determine which items pass on to your successor. If your character dies of old age, or is assassinated in their home, you keep all the items. If your character dies in a duel then the victor of said duel gains at least 1 item at random off your corpse as loot.
Buildings
There are a number of structures which can be built within the realm, yet not always in the same place. This list will show what the buildings are, where they can be built, and cost of construction. The reason some places are barred or encouraged to have certain buildings is to emphasize how Doumore is set up. Such as mountainous baronies having less places to farm but the ability to mine.
A player can build as many buildings as they want in a turn so long as it can be afforded and matches the requirements.
Farm - Construction Cost (500 gold, 500 resources, 3 turns) Requirements[Can be built anywhere. 30 maximum. 5 Maximum in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, Dhesh. 15 maximum in Nagild, Liva, Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan. 50 maximum in Troston Keranth, Lenoria, Rowin, Dwrlais, Doumore, and Dair.] Gives 500 food a turn.
Orchard - Construction Cost (200 gold, 100 resources, 2 turns) Requirements[Cannot be built in Dale, Avagison, Kusma, Ildis, Raida, Ghaile, and Yrenil. Maximum of 25 per fief. 10 in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, and Dhesh] Gives 200 food a turn.
Dock - Construction Cost (300 gold, 200 resources, 2 turns) Requirements[Can only be built in land adjacent to water. 50 per fief. Only 20 for Dhesh, Troston, Keranth, Lenoria, Rowin, Dwrlais, and Doumore.] Gives 250 food a turn.
Hunting Ground - Construction Cost (200 gold, 100 resources, 1 turn) Requirements[Can be built anywhere. 1 per fief. 5 can be built in Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan.] Gives 100 food and 50 resources a turn.
Mine - Construction Cost (1000 gold, 1500 resources, 4 turns) Requirements[Can only be built in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, and Dhesh. Maximum of 10 per fiefdom] Gives 500 resources a turn.
Quarry - Construction Cost (400 gold, 500 resources, 3 turns) Requirements[Can only be built in Nagild, Liva, Rowin, Vikar, Khunbur, Darom, and Coloura. Maximum of 5 per fief.] Gives 600 resources a turn.
Lumberyard - Construction Cost (400 gold, 500 resources, 2 turns) Requirements[Can only have 2 per fiefdom/ 10 can be built in Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan][Cannot be built Blancburg, Darom, Coloura, Ghaile, Fiach] Gives 200 resources a turn.
Livestock - Construction Cost (10 gold, 5 resources, 1 turn) Requirements[Can be built anywhere. 500 maximum per fief. 1000 in Dale, Avagison, Kusma, Ildis, Raida, Ghaile, and Yrenil.] Gives 10 resources and 20 food per livestock a turn.
Ruin - Construction Cost (Can be rebuilt. Fort: 500 gold, 1300 resources), Requirements (a fort losing its maintenance or town being destroyed will become this. It can be rebuilt.] A dilapidated, fort. No effect.
Fort - Construction Cost (1000 gold, 2500 resources) Requirements [Can be built anywhere. 1 per fief, unless a castle losses maintenance, then it converts into a fort after 2 turns. Requires 500 resources a turn to maintain.] Gives +10% defense Modifier in Sieges.
Castle - Construction Cost (2000 gold, 5000 resources, 6 turns. 1500 gold, 3000 resources, 3 turns if converting from a fort) Requirement[Can be built anywhere, 4 per fief. Half cost in Urus, Khunbur, Dair, and Vikar, not for maintenances though. Must be maintained with 1000 resources a turn] Gives +20% defense modifier and +1 to rolls in siege battles.
Orchard - Construction Cost (200 gold, 100 resources, 2 turns) Requirements[Cannot be built in Dale, Avagison, Kusma, Ildis, Raida, Ghaile, and Yrenil. Maximum of 25 per fief. 10 in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, and Dhesh] Gives 200 food a turn.
Dock - Construction Cost (300 gold, 200 resources, 2 turns) Requirements[Can only be built in land adjacent to water. 50 per fief. Only 20 for Dhesh, Troston, Keranth, Lenoria, Rowin, Dwrlais, and Doumore.] Gives 250 food a turn.
Hunting Ground - Construction Cost (200 gold, 100 resources, 1 turn) Requirements[Can be built anywhere. 1 per fief. 5 can be built in Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan.] Gives 100 food and 50 resources a turn.
Mine - Construction Cost (1000 gold, 1500 resources, 4 turns) Requirements[Can only be built in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, and Dhesh. Maximum of 10 per fiefdom] Gives 500 resources a turn.
Quarry - Construction Cost (400 gold, 500 resources, 3 turns) Requirements[Can only be built in Nagild, Liva, Rowin, Vikar, Khunbur, Darom, and Coloura. Maximum of 5 per fief.] Gives 600 resources a turn.
Lumberyard - Construction Cost (400 gold, 500 resources, 2 turns) Requirements[Can only have 2 per fiefdom/ 10 can be built in Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan][Cannot be built Blancburg, Darom, Coloura, Ghaile, Fiach] Gives 200 resources a turn.
Livestock - Construction Cost (10 gold, 5 resources, 1 turn) Requirements[Can be built anywhere. 500 maximum per fief. 1000 in Dale, Avagison, Kusma, Ildis, Raida, Ghaile, and Yrenil.] Gives 10 resources and 20 food per livestock a turn.
Ruin - Construction Cost (Can be rebuilt. Fort: 500 gold, 1300 resources), Requirements (a fort losing its maintenance or town being destroyed will become this. It can be rebuilt.] A dilapidated, fort. No effect.
Fort - Construction Cost (1000 gold, 2500 resources) Requirements [Can be built anywhere. 1 per fief, unless a castle losses maintenance, then it converts into a fort after 2 turns. Requires 500 resources a turn to maintain.] Gives +10% defense Modifier in Sieges.
Castle - Construction Cost (2000 gold, 5000 resources, 6 turns. 1500 gold, 3000 resources, 3 turns if converting from a fort) Requirement[Can be built anywhere, 4 per fief. Half cost in Urus, Khunbur, Dair, and Vikar, not for maintenances though. Must be maintained with 1000 resources a turn] Gives +20% defense modifier and +1 to rolls in siege battles.
Magic
Here are the footnotes.
Magic is costly, using it in its raw state drains stamina significantly.
Magic is unpredictable too in such a state.
Magic for humans is most often gained through enchanted items, which reduce and even remove the stamina cost depending on the spell and item. It also focuses the magic into something more controllable.
To use magic safely will require a person to have a magical item. Otherwise it could easily backfire and kill you.
Magic is costly, using it in its raw state drains stamina significantly.
Magic is unpredictable too in such a state.
Magic for humans is most often gained through enchanted items, which reduce and even remove the stamina cost depending on the spell and item. It also focuses the magic into something more controllable.
To use magic safely will require a person to have a magical item. Otherwise it could easily backfire and kill you.
Races
Note: When signing up you can only play as a human.
Fae - elves, sprites, spriggans, nypmhs, fairies, brownies, satyr, and other mystical woodland creatures. They are very reclusive and some are beginning to think of them as myths. They were said to have been the original inhabitant of Duomore before our ancestors under Cahoul the Victorious came and drove them to near extinction. It is said the still inhabit the great woodlands.
Dwarves - these hairy craftsmen are known to exist, with some still living in Darom and Khunbur as a sizeable minority. Another population lives in a ghetto/smithy district in Troston.
Giants - ranging from ten to twelve feet tall these lumbering man-eaters are truly terrifying, yet often live solitary lives. They have not been seen in mass for some time, driven out by way of Gunmarr's Pass, two centuries ago. Every now and then certain types of giants have been reported lumbering into the lands, such as as ogre, cyclopes, and ice.
Undead - those that had been unable or willing to enter the otherworld have been warped into foul creatures. The worst are the vampires. Who must give a fragment of their own heart to spread their disease. While powerful a vampire can die from normal means, its just hard overpower.
Daemon - thankfully these are so rare most people don't even believe they exist. Tales are so intimidating though that many place charms over their doors just incase however.
Fae - elves, sprites, spriggans, nypmhs, fairies, brownies, satyr, and other mystical woodland creatures. They are very reclusive and some are beginning to think of them as myths. They were said to have been the original inhabitant of Duomore before our ancestors under Cahoul the Victorious came and drove them to near extinction. It is said the still inhabit the great woodlands.
Dwarves - these hairy craftsmen are known to exist, with some still living in Darom and Khunbur as a sizeable minority. Another population lives in a ghetto/smithy district in Troston.
Giants - ranging from ten to twelve feet tall these lumbering man-eaters are truly terrifying, yet often live solitary lives. They have not been seen in mass for some time, driven out by way of Gunmarr's Pass, two centuries ago. Every now and then certain types of giants have been reported lumbering into the lands, such as as ogre, cyclopes, and ice.
Undead - those that had been unable or willing to enter the otherworld have been warped into foul creatures. The worst are the vampires. Who must give a fragment of their own heart to spread their disease. While powerful a vampire can die from normal means, its just hard overpower.
Daemon - thankfully these are so rare most people don't even believe they exist. Tales are so intimidating though that many place charms over their doors just incase however.
Culture
This isn't too fleshed out to allow players to have leeway with their ICs. In general the most common culture type things are Celtic, French, English, German, and Nordic. Once game is launched players can draw off of another group (within reason) for their fiefdom. Just don't do blanket statements saying everyone in your duchy is this or that, as players might be your vassals and disagree.
No one's IC is more legitimate than another's. If I catch anyone trying to "power IC" i.e. force their IC on other players, I will ban you.
No one's IC is more legitimate than another's. If I catch anyone trying to "power IC" i.e. force their IC on other players, I will ban you.
Religion
There are a handful of religions within the Kingdom. All are heavily inspired and borrowing from real world religions. That way players won't need to read a thick block of text on religious lore before doing any IC that involves meeting a priest.
Clawrasy (insular Christian) - an organized religion with a strong hierarchy that dominates most of the Kingdom. Clawra was the name of Cahoul's firstborn daughter, twin of the King after Cahoul, who used her powers as princess to centralize the faith of the invaders into a religion venerating her father as a god, hence Clawrasy. It also performs many charity works within the kingdom, adding to its conversion rate.[Head is Cardinal, 3 Archbishops, 5 Bishops, numerous priests, deacons, nuns, monks, and friars]
Olotasn (Norse Pagan) - The Jorwick people had raided Doumore once, but where offered land in return for holding back other raiders. They have since incorporated with the natives heavily, but the old gods still deserve worship to many.
Communion of the Four Gods (Rovuma pagan) - a decentralized religion seen mainly in Dale. It is in a steep decline but has small pockets of worshippers. The Gods are Djhd, God of Rain; Kamvik, Goddess of Stone; Vyatrv Godess of Wind; and Clantse God of Sun. These people tend to keep to themselves and be left alone to their religion.
Followers of Hybahin (Ancestor Worship) - this is the religion the dwarven minority practice. It is a fiercely ethnic one as well, but generally tolerated by the Clawrasy Hierarchy. Whether the followers are so high minded is another story.
Cult of the One (Daemon Worship) - a secretive cult with multiple sleeper and splinter cells scattered across both Doumore and certainly beyond. The One, is an unknown demonic figure that promises the disciples great power for loyalty.
Faerun (druidic) - no humans are known to worship this still. It was worshipped by the Fae kings that once ruled Doumore centuries ago. Some shrines to the religion can still be found in the deep woods, and at Lludr.
Clawrasy (insular Christian) - an organized religion with a strong hierarchy that dominates most of the Kingdom. Clawra was the name of Cahoul's firstborn daughter, twin of the King after Cahoul, who used her powers as princess to centralize the faith of the invaders into a religion venerating her father as a god, hence Clawrasy. It also performs many charity works within the kingdom, adding to its conversion rate.[Head is Cardinal, 3 Archbishops, 5 Bishops, numerous priests, deacons, nuns, monks, and friars]
Olotasn (Norse Pagan) - The Jorwick people had raided Doumore once, but where offered land in return for holding back other raiders. They have since incorporated with the natives heavily, but the old gods still deserve worship to many.
Communion of the Four Gods (Rovuma pagan) - a decentralized religion seen mainly in Dale. It is in a steep decline but has small pockets of worshippers. The Gods are Djhd, God of Rain; Kamvik, Goddess of Stone; Vyatrv Godess of Wind; and Clantse God of Sun. These people tend to keep to themselves and be left alone to their religion.
Followers of Hybahin (Ancestor Worship) - this is the religion the dwarven minority practice. It is a fiercely ethnic one as well, but generally tolerated by the Clawrasy Hierarchy. Whether the followers are so high minded is another story.
Cult of the One (Daemon Worship) - a secretive cult with multiple sleeper and splinter cells scattered across both Doumore and certainly beyond. The One, is an unknown demonic figure that promises the disciples great power for loyalty.
Faerun (druidic) - no humans are known to worship this still. It was worshipped by the Fae kings that once ruled Doumore centuries ago. Some shrines to the religion can still be found in the deep woods, and at Lludr.
KINGDOM LAWS
Lords are expected to ensure the rights of their vassals.
- If a lord attacks their vassal without due cause they will lose (20 renown)
- A lord may set their taxes anywhere from 0%-24% without issue. To go beyond that, if they have vassals, they must allow vassals to vote on the increased tax rate, if over 24%, otherwise said vassals have the right to refuse payment, and even call a trial.
- Should another lord or vassal lord be attacking a direct vassal a lord may intervene in said vassal's defense.
- A lord may intervene in a conflict between vassals by holding trial. Any that refuse the lord will be in his right to wage war on said vassal.
- Lords must hold trial for captured traitor vassals before punishing them. To not do this will cost (10 renown)
- To banish a vassal without due cause said Lord will lose (20 renown)
- To execute a vassal without due cause said Lord losses (30 renown)
- To revoke a title of a vassal without due cause will cost (50 renown)
- A lord may not intervene in a conflict between a vassal's vassals, unless invited by the direct vassal to aid a particular side. To infringe on this is to disrespect the direct vassal's lordly rights and one would be looked on disfavorably. Lose (20 renown)
- A lord may instill any law for his demesne that his direct vassals must adhere to, but he must allow the vassals to do a majority vote before instating said law. To enforce a law without the consent of your vassals will cost severely. Lose (60 renown)
Vassals are expected to heed their lord.
- Should you be at war with another direct vassal of the same lord, the lord may call a trial. Ignoring the call for armistice and trial will cost (30 renown), and the lord may name the disobedient vassal a traitor.
- If their lord calls for support in a conflict the vassal must aid their lord in some way. Be it through men, resources, coin, food, or any combination. To not do so will cost said vassal (15 renown)
- If your lord is known to be illegitimate (approximately -30 renown or less) you are within your right to rebel without receiving a penalty. Should this not be the case and you rebel then then lose (50 renown) and be branded a traitor.
- Vassals may marry vassals of other lords, or lords themselves. Marriages can be patrilineal or matrilineal.
- Although vassals are often expected to assist their rebellious lord, other factors may affect this decision, and there is no renown penalty for remaining loyal to the higher liege.
- Should a liege lord have raised taxes over 25% vassals may refuse to send taxes without a renown penalty. Unless the vassals legally voted the new tax rate in.
- Vassals also have the right to call a trial over what the taxes should be if they find them unagreeable.
Trials will be held by the highest ranking noble present with them presiding as judge.
- Should the highest ranking noble be the accused, or accuser then they will not preside as judge. Instead it will go to the next highest ranking noble.
- When tried the accused is to be judged by a group of their peers.
- Should the jury reach a stalemate the judge will the side the judge voted for takes precedence.
- If an accused finds the verdict unlawful they may attempt to be tried at a higher court.
- Trial by combat may also be demanded by an accused where they or a chosen champion fight against the accuser or his chosen champion. The presiding judge may decide whether the to agree or deny this. and whether the combat trial is to death or first blood.
- Once a trial by combat is over the jury passes the sentence, should the accused have lost and is alive.
In war rival nobles may be captured.
- While at war it is not unheard of to kill the captured noble, yet ransoms are more common.
- Ransoms average at 30% said noble's treasury
- Should the captured noble be executed, especially without proper legal trial, the family of the deceased is within their right to wage belligerent acts against the capturer.
- If families are feuding the highest ranking lord may hold trial, in which the rules of article 3 apply, to determine who was injured most by the feud. This wergild is determined by the jury and the guilty must pay.
- If one family was killed off in a feud their direct lord, or king in inter-ducal feuds, takes the wergild.
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