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delpiero1234

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Jun 24, 2012
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Hanseatic Chronicles - An Interactive Campaign


Ahoi! Welcome to Hanseatic Chronicles - An Interactive Campaign, an iAAR featuring the lovely city-state of Lübeck. I am delpiero and have the honor of being your game master (GM). I warmly welcome you to this new adventure.

As to why I have chosen Lübeck for this interactive AAR the answer is quite simply. There have been many country suggestions for the the successor of The Sun Never Sets and albeit Lübeck was not one of them it combines the most elements of those suggestions. Lübeck is a city-state on the northern shores of the Holy Roman Empire surrounded by a number of countries. Lübeck thereby combines the elements of a merchant republic game and those of the Holy Roman Empire. This should allow for a highly interesting campaign in which you, the players, will have a lot to say.
The campaign will be played with the current patch (1.17.1) and all major DLCs up to Mare Nostrum. Through the course of the campaign, custom content, especially flavor events, will be added. The current version of the Hanseatic Chronicles mod will be released after every chapter.

It is never too late to join!

Like the majority of forum games and iAARs, Hanseatic Chronicles (HC) has an IRC Channel on the Coldfront Network. There you can meet fellow players and discuss the campaign with them. To join the iAAR's main channel go to http://www.coldfront.net/tiramisu/ and type /join #HC after selecting a nickname.

Hanseatic Chronicles has a Google Doc info sheet which contains essential information.

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Full Interactivity approved by Mr. Capiatlist​


 
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General Rules
  1. Read and follow the forum & AARland rules.
  2. Respect is golden. Be civil and respectful to others, even if they disagree with your opinion.
  3. Don’t dispute the GM’s decisions. The GM may veto or change a decision, if necessary. The GM may also kill your character off.
  4. If you wish to participate in this iAAR then you must create a character in this thread and wait for approval by the GM or his co-host before posting any ICs. Make sure to read and follow the rules for character creation.
  5. Out-of-character posts have to be written in double-parenthesis. Everything else is considered in-character.
  6. IC ≠ OOC! If something is said out-of-character then a character has no idea about it! Characters only know things said in IC. --> No God-modding!
  7. No voting outside this thread. All votes must be cast in bold. You may change your vote by making a new post in which you clearly state that you edited your vote, otherwise your vote might be invalid.
  8. Do not try to enforce 21st Century belief in a game set which starts in the 15th century. If you are unsure if your belief is realistic for the time then ask yourself if the people of that time would have supported such a belief. If the answer is no then don't do it. Historical Reality can change as the game progresses, keep that in mind.
  9. Clearly mark the date of your IC if it is set at a different time than the main event of the iAAR. For example if we currently have an election and are in a debate and you wish to write a letter to a character that was written before that debate then you must mark it.
Character Creation

  1. Name: The name of your character
  2. Birth-Date: The birthday of your character
  3. Religion: Your character can follow any in-game religion. During the course of the campaign, state religion and tolerance may change. At the start of the campaign the following is true:
    • Catholicism: The official faith of the nation
    • Orthodox and Coptic: These Christians are heretics.
    • Judaism: The country's policy towards Jews is decides whether they are tolerated or expelled.
    • Sunni/Shiite: Muslims are considered heathens.
  4. Biography: The biography of your character. This is very important as it determines what your character can achieve.
Each player may create a new character every 10 years. However, if your old character has been imprisoned then you may not do so until the following update. If your character faces execution then you may not kill him off. Should the game, RNG or GM kill off your character then you may create a new one even if your previous one has been created in the past 10 years.

As a rule of thumb, characters should not life longer than 70. Exceptions can be made with GM's approval.
Each character can convert to a different religion only once in his lifetime. This rule is subject to change if deemed necessary.

Note: Use your creativity when creating your character. It is up to you if you create a merchant, fisherman, nobleman, clergyman, farmer, soldier, etc. However, there are limits. You may not create a new Patrician family without GM's approval. You may also not play as the head of state of a foreign country or as a character who holds great influence in a foreign country.

Note: Be mindful of the character you create. If you wish to role-play a female character then do not complain that you have no voting rights and role-play accordingly. If you wish to play as a persecuted heretic, for example after the Reformation fires, then your character might face religious persecution! Be aware of the consequences.

Turn Sequence
  1. Each chapter has a length of the in-game election cycle in-game years. The exact time depends on various things like declaring war, ruler death, important events, etc. The length of a chapter is decided by the GM.
  2. After a chapter has been posted, players may post in-character posts concerning the events of the previous chapter.
  3. Players may propose issues to vote on.
  4. If there is a voting agenda then a voting phase takes place before a new chapter is written. In a voting phase characters have to vote in-character. A voting phase is usually between 24 and 48 hours long. The exact time is determined before the voting phase begins by the GM.
  5. Should the head of state be a player character then the player has to give the GM detailed instructions for the next chapter.
 
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Mechanics
THE COURT
The court is composed of all courtiers. The long and short of it is that it's a privilege, not a right. Poor people need not apply.
  • In order to be considered 'at court' each character is required to have an income of at least 2.5 EP per turn. Being a courtier costs 1 EP per turn to represent the financial cost of keeping up with court fashions, pay for his upkeep and compensating the monarch for 'wasting his space'.
  • Whether a character wants to be at court or not is up to him, although there are certain restrictions. E.g. all ministers must be a court.
  • If a character is not court he is not eligible for court intrigues and cannot use his influence.
  • When at court a character can act as if they were in an election in Stadrat, gaining and using influence to attempt and gain an advantage. They can also curry favour with the Monarch or other PC's via IC's and letters.
  • Finally, characters at Court can't build trade posts or otherwise be involved in economic manners.

So what about those poor bastards who have only 2 EP as income and don't want to waste half of that each turn on pretty clothes? Those characters are lving in the realm. Basically, these are the characters remaining in Lübeck, Lüneburg or elsewhere. They have their finger on the throb of the populace and economy. They can spend EP on other things such as trade posts, improving organizations such as Orders and Guilds.

INFLUENCE
Influence replaces the voting power which existed in the republic. Influence is needed at court and in parliament. Influence determine how powerful a character is in the realm, and by extension how much the monarch needs to listen to the character.

There are many ways to gain influence, but the here's a brief list of most common ways:

  • Be at Court: 1 Influence
  • Be a landed noble of the Realm or the lord mayor of a province: 1 Influence
  • Be an advisor of the monarch or an envoy (in-game advisor/envoy): 1 Influence
  • Gain an Office (Prime Minister, Lord Chancellor, Lord Marshal, Lord High Steward): 2 Influence
  • Powerful Dynast (have marriage links to other important families. Important families are those who have minimum of 5 influence) 1 per 2 familial ties.
  • Famed (Victorious in battle, Skilled orator, etc.): 1 Influence
Influence is tracked in the Hanseatic Chronicles Google Doc

THE PARLIAMENT
The Parliament is what replaces the Stadrat elective form of gameplay. Parliament sessions are organized by the prime minister.
The function of the parliament is to pass reforms. The reforms cannot change the duke’s veto, the royal family's personal affairs, or his power to hire and fire ministers at will, although it may place minor restrictions on the latter. Other than that, the parliament may add as many fluff conditions and minor changes as it wants.

The Parliament is composed of all Christian male nobles and burghers. Heathens are not permitted entry, unless their faith is explicitly tolerated.
The parliament is currently in beta and might see modifications. The minimum influence in parliament for each character is 1. This means even characters who hold no influence at court can be in the parliament.

ORGANIZATIONS: Noble Houses - Guilds - Religious Orders
Organizations are a way for characters who are not a court to gain influence. Organizations can gain one influence per 20 EP spent. The maximum influence of an organization is capped at six. Organizations are either: Guilds, Religious Orders, Noble Houses.
All organizations except noble houses have to approved by the GM before being founded and are maintained by the player who founded them in a separate post. Religious Orders and Guilds require a charter and a membership list. A list of all organizations is kept on the front page.

Noble House
Nobles can invest in either: Their Estate, Their Manor, Their Retinue
  • An Estate represents the Nobles income. For each 30 points spent on it the noble gains an additional 1 EP per turn.
  • A Manor represents the Nobles home - be it a castle, manor house or tavern. For every 20 EP spent on it the noble gains 1 extra influence. This is in addition to the base 1 for being a landed noble!
  • A retinue is the Nobles 'special' ability. For each 1 EP spent per turn, the noble can employ 50 Men at arms which can be used to do nasty things to other players, or protect himself from having nasty things done to him.
Guilds
Guilds can invest in: Production, Faculties, Membership. Same as noble basically. Production when increased enough adds income, faculties adds influence.

  • Production represents the Guilds income. For each 30 points spent on it the noble gains an additional 1 EP per turn.
  • Faculties represents the guilds faculties. For every 20 EP spent on it the guild gains 1 extra influence.
  • Membership is a Guilds special ability. Guilds can be 'improved' by multiple characters.
Religious Orders
Religious Orders are a bit different. Unlike nobles and guilds they do not have access to EP improvements. They can invest in: Forces, Stronghold, Deus Vult!

  • Forces represents the order's fighting strength. Religious orders can spend EP to maintain forces, with either 1 EP per turn for 50 Knights, or 0.5 per turn for Serjeants.
  • Stronghold represents the facilities of the order. For every 20 EP spent on it the religious order gains 1 extra influence.
  • Deus Vult will become a religious order's special ability. This section has not been completed yet. Please post ideas in the group forum. I have some reservations against the ideas proposed by Olligarchy.

OFFICES
The names of the offices in the monarchy changes and so do its duties and responsibilities. A character can hold only one office at a time. The offices are Prime Minister, Lord Chancellor, Lord Marshal and Lord High Steward.

The Prime Minister is appointed by the monarch; the ministers are appointed by the Prime Minister. Both monarch and prime minister can fire ministers at will. All vacant positions are filled by the monarch or by one of his family members .Only characters who are at court can hold an office.

Monarch
In a Administrative Monarchy the Monarch is the head of state. He has complete control of the army, navy, spending and foreign policy of his realm but he may appoint ministers who take over responsibilities. Even the most competent rulers need advise; however the monarch is not bound to follow his ministers' plans and may overrule their decisions. A good monarch though values the advise he can get.
  1. Appoints and fires the prime minister.
  2. May fire ministers at will.
  3. Hands out titles such as count or lord mayor.
  4. Has one free veto per chapter on any decisions taken by the Parliament. Any additional veto increases unrest until a new monarch takes over the throne.

Prime Minister
The prime minister is a new position. He is appointed directly and fired at will by the monarch. The prime minister office is very prestigious and comes with great perks:
  1. Appoints and fires ministers. This means if your standing with the prime minister is poor you might not become a minister.
  2. Chooses in-game missions.
  3. Chooses in-game parliament debates when available.
  4. Organises parliament debates.
  5. Is responsible for the happiness of the subjects of the realm and takes steps to increase their happiness.

Lord Chancellor
The Lord Chancellor replaces the chancellor and the administrator of the subjects. He is the head of the Diplomatic Corps. The Lord Chancellor is required to write a chancellor plan per chapter. If the current plan does not change he can simply repost the existing one. The Lord Chancellor has the following perks:
  1. Appoints and fires diplomats. He also sends diplomats on missions.
  2. Is responsible for the realm's diplomatic standing.
  3. Writes Peace deals, Insults, Official letters of the Ruler.
  4. Suggests new alliances, rivals and desired provinces.
  5. Decides on subject interactions.

Lord Marshal
The Lord Marshal replaces the Commander of the Forces. He leads the entire armed forces and is responsible for both army and navy. The Lord Marshal is required to write a marshal plan per chapter. If the current plan does not change he can simply repost the existing one.The Lord Marshal has the following perks:
  1. Appoints new Generals, Admirals and Captains for the armed forces.
  2. Writes reports about land- and naval battles as sieges to inform the Ruler about the war effort.
  3. Decides together with the Lord High Steward over the spending on troops.
  4. Suggests new conquest goals for military expansion.

Lord High Steward
The Lord High Steward replaces the Master of Coin. He is responsible for the economic well-being of the realm. The Lord High Steward is required to write a marshal plan per chapter. If the current plan does not change he can simply repost the existing one. The Lord High Steward has the following perks:
  1. Appoints merchants and decides their placement.
  2. Has to negotiate loans if necessary.
  3. Watches over inflation and takes steps to counter it.
  4. Decides over the spending of money on structures and ships in the kingdom.
  5. Decides together with the Lord Marshal over the spending on troops.
  6. Suggests which countries should be embargoed.
ENVOYS

Characters may apply for in-game envoy. These are handed out by the respective ministers or the monarch. Every character is limited to one envoy-position.

Positions a character may apply for:

Diplomats represent the Crown's interests in foreign countries. Are appointed by the Lord Chancellor
Merchants are crucial to our economy. Are appointed by the Lord High Steward
Missionaries convert non-believers to the true-religion. Are appointed by the monarch
Colonists are sent to claim new land for the Crown. A character who is playing an in-game colonist may influence which province he shall be sent to. Are appointed by the monarch.
Generals lead the army. A character who is playing as a general may write battle-reports of battles he participated in. Are appointed by the Lord Marshal.
Admirals lead the navy. A character who is playing as an admiral may write battle-reports of battles he participated in. Are appointed by the Lord Marshal.
Conquistador are sent to hunt for the seven cities of gold. Requires Quest for the New World. Are appointed by the monarch
Explorers are sent into the unknown. A character who is playing as an explorer may decide which area he wishes to explore. Requires Quest for the New World. Are appointed by the monarch

Military leaders may set a stat focus.

Positions for which a character cannot apply for:

Cardinal: Whenever we get a new in-game cardinal then the oldest clergymen is promoted to cardinal. If there are no player clergymen then a NPC is chosen.
Pope: Whenever we become Papal Controller, the oldest cardinal will be promoted to Pope. If there are no player cardinals then a NPC is chosen.

PROVINCE MANAGEMENT
The monarch is the sole entity which can hand out the following titles within the realm: Baron, Count, Lord Mayor.

Baron
Unladed noblemen can become landed nobles if a barony is bestowed upon them. There are multiple baronies within a county. The title of baron is hereditary.

Count
The count administrates a province in the name of the monarch and represents its interests. The title of count is hereditary.

Lord Mayor
Provinces who have a high development (15+) may also be administrated by a lord mayor. Only burgher are eligible to become lord mayor. The lord mayor represents the interests of his province. The title of lord mayor is not hereditary.

SUCCESSION
The heir of the Monarch is the oldest legitimate son of the Monarch. He will inherit the crown upon death or stepping abdication of the current Monarch. If a Monarch has no legitimate sons, the oldest legitimate daughter becomes the heir. If Monarch has no legitimate children, the heir has to be searched from the Royal Family Tree.

TRADE POSTS
With Patricians gone, we have some small changes to trade posts. Big Merchants can maintain trade posts. All trade posts have been reset, seeing as none are in player hands anymore with the exception of Heinrich I who will not maintain trade posts himself.

Expanding
Characters with the wealth rating Big Merchants can spend 10 EP to expand their influence in a trade region by setting up a trade post at a centre of trade or at an estuary. A province that contains both will cost 20 EP. Trade posts cannot be built in provinces belonging to another merchant republic and must be within our trading range. A province may have only one trade post at a time.

Benefits and control
The Big Merchant's influence in the region is based off the modifier (development not being included so as to avoid being complicated to track), with the value gained from trade being based off the percentage of influence in the region. A fifth of the value in the trade node will be divided between the Big Merchants based off their influence (eg. a trade node with a value of twenty, in which Big Merchant A has 30 influence and Big Merchant B has 10 influence would see Big Merchant A receiving 3 EP and B receiving 1 EP). The amount that the Big Merchant receives is rounded to the nearest 0.5, with a minimum of 0.5 EP. The Big Merchant with the most influence receives a bonus of 1EP if the value exceeds 10 and 0.5EP otherwise.

Defences and Attacks
Big Merchants can spends EP on upgrading the defenses of trade posts. 1EP is worth one "defense level". A new trade post gets base defense level of 5. Maximum defense level is 25. The maximum investment in one trade post during a chapter is 10 EP.
To launch an attack, EP can be invested in an assault. If the investment is less than two fifths of the defences, the attack will automatically fail. Otherwise, a random attack value from a fifth of the investment to the full investment will be generated (so an investment of 10EP would have an attack value from 2-10). A defence value will be generated in the same manner. The higher of the two values would win with the lowest losing control. A draw is won by the defender. Each attack value is rounded to the nearest full number. Even if successful, the monarch might bring about punishment as this could be illegal.

Embargoes
In the event of an embargo, the influence and investment in the province will be lost entirely. Smuggling operations can be set up but they have a 5EP higher investment and would be lost when the embargo is ended (however the price of establishing the new trade post would be 5EP less for the owner of the smuggling operation).

War
If the owner of a foreign trade post is at war with the realm, the trade post will be lost. There will be a discount of twenty percent for setting up the trade post after the war. Due to the difficulty to track, occupation will not affect a trade post.

Trade posts are tracked in the Hanseatic Chronicles Google Doc.

CRIME AND TRIALS

Trials in Hanseatic Chronicles - An Interactive Campaign follow a certain set of rules that should simplify the process and therefore make the work of a Judge easier. To make sure a trial works one thing is required over everything else: a Judge.

The Judge
- Men with a good sense of judgement are invested by the head of state to bring justice to the subjects in trials all around the nation. Their decisions in the trials can only be overruled by the current Head of State. The Judge has the following Perks:
  • He is invested by the current ruler.
  • The Judge presides either alone or together with his two colleagues over the court and makes the final decision if someone is guilty or not guilty.
  • He can investigate crimes that are brought before the court. (If an investigation succeeds is decided by RNG). As investigators he can use the Sheriffs in his ICs.
  • A Judge is able to forge false evidence either condemning or relieving the accused suspect (If such a forged evidence succeeds is decided by RNG). The probability to succeed in forging a false evidence is very low and if the Judge is caught he has to suffer serious punishments.
The Trial - A Trial is initiated if one Lübecker subject accuses another one to offend one of the country’s laws by writing a letter to one of the Judges or the ruler. The GM then starts the Trial Process OOC and appoints a judge to the case which consists of the following steps:
  1. The GM decides if the case is severe enough that it needs three judges to oversee the trial.
  2. The Judge who is appointed to the case can make use of his ability to investigate the crime or forge false evidences before the trial starts. If these actions support the case will be decided by RNG and have to be described in an IC.
  3. The actual trial starts with the Accusation providing their charges and their reasoning behind it in one paragraph.
  4. Replying to that the Defendants may offer their answer in one paragraph, pleading either guilty or not guilty.
  5. Both sides may bring witnesses and/or evidences to support their case. The Witnesses can make their statement in one paragraph and if necessary can be questioned by the Judge. In the case of the Witnesses being NPCs and for the evidences RNG will decide if they support the case or not.
  6. In the following the Judge may ask either the Accusation or the Defendant's questions which these have to answer shortly.
  7. After the questioning either party may have their final plea in one paragraph.
  8. The Judge makes a decision based on the evidences and the investigations if the Defendant is guilty or not guilty. This sentence can only be overruled by the current Head of State.
  9. If the Defendant is convicted the Judge also decides on the severity of the punishment.
Every roll is made by the GM, a Conversation will be started to hold contact between me and the two parties as well as the judge.

How to do a crime or Killing fools for Dummies
1. A good crime starts with a good plan - Post an IC about your character planning the crime. Be detailed about the steps you're trying to take or about what should be happening. However don't start the crime itself already.

2. Even the best plan doesn't mean success - In the post, where your character plans the crime IC, request the GMs to make the rolls for the crime like this: ((Request Rolls))

3. Pray to RNGesus - Either delpiero1234 make the rolls for your crime and inform you via a PM on the forum about their outcome.

4. Get down to business - Write your IC about the crime with consideration of the outcome of the rolls. Show it to one of the GMs for approval before posting it.

If successful:
5. Rub your hands maliciously - No one realised that you did anything, truly the perfect crime.

If flawed:
5. Hope to not get hanged at the neck until death - Now your life lays in the hands of the judge.

DUELLING
Character may duel each other either to first blood or to the death. The character who has been challenged may decide on the weapons, either melee or firearms. Should two character agree to duel each other, the GM will roll the result.

A duel with fire arms is usually just each duellist firing one shot at each per turn until someone wins. Both or neither duellists may achieve a hit when using fire arms and the rolls are also different.

Note: In a duel to first blood there is a chance that the opponent actually dies. A player can inform the GM that he wishes to purposely try to kill his opponent in a duel to first blood. Should a character die in a duel to first blood then the incident will be investigated.

Modifiers which impact duelling success:

General/Commander of the Forces: +20%
Conquistador: +10%
Captain/Miliary Education: +5%
Admiral/Explorer: +5%
- - - -
Under 20: -5%
Over 50: -7.5%
Over 60: -15%
Over 70+: -20%
Position modifiers do not stack; age modifiers do not stack.

ECONOMIC POWER AND WEALTH RATING

Each player has a wealth rating dependent on their jobs, for example, if they work in the advisory council for the current monarch, this will give them a higher rating than for say, being a small merchant or craftsman. This allows them to then have a certain amount of economic points per turn, each event that requires money in the game will be took from the characters economic points (EP).

Transferring EP between characters needs to be bolded.

The wealth ratings are:

Peasants are the poor people working the land, usually on farms, usually under the much richer noblemen/lord mayors.
  • 0,5EP/chapter
Burghers are the people of the city, working in guilds, the smiths, weavers, dyers, seafarers and small merchants of the nation.
  • 2EP/chapter
Employees of Crown are those who work directly under the monarch or under one of the monarch's minister but are not envoys.
  • 2.5EP/chapter
Unladed Noblemen/Clergymen are those who come from a noble background, but do not have any land in their name.
  • 3EP/Chapter

Envoys work directly under the monarch and his ministers.
  • 3EP/Chapter

Ministers hold a prestigious office with a great salary.
  • 4EP/Chapter

Landed Noblemen (Barons) are landowners of the realm.
  • 4EPChapter

Counts / Lord Mayors administrate a province in the name of the monarch.
  • 4.5EP/Chapter

Big Merchants are some of the richest men in the republic.
They are the engines and juggernauts of our economy. To become a big merchant you must have a minimum of 30 EP saved up, aswell as always having 30EP on you at all times. There are a maximum of three big merchants. merchants. If there are already three big merchants you can take over a big merchant slot addition by having more EP than any of the existing big merchants, with the lowest one being downgraded to burgher.
  • 5EP/Chapter

Dukes are powerful noblemen who hold great wealth. Dukes can only be appointed if the monarch's title is king- or emperor-tier.
  • 6.5EP/Chapter

Monarch. The monarch's wealth is immense.
  • 10 EP/Chapter

Projects

Projects are construction undertakings which can be started by any character by proposing the project to the Stadtrat. The aldermen will vote on the matter and decide if the project is started or not. Characters may also start projects on their own, but doing so will increase the building cost. By starting a project on your own, a character can decide who may invest in said project. The government will not automatically invest in not-council started projects.

Projects are done by investing EP in them. The amount of EP that a project costs is determined by the GM. If a project is approved by the Stadtrat, the project will receive 5 EP per round, no matter how much is invested by character.

If a character invests in a project, he can receive prestige and honour. Depending on the project, it may also affect the city in-game wise. For example a new church might increase the local Religious Tolerance.

Bonuses and Penalties:

Characters can get bonuses and penalties to their EP income which are acquired by IC actions, for example bankruptcy. New bonuses and penalties will be added over time, when necessary.

Bonuses:


Penalties:
  • Bankruptcy: -1EP for 3 Chapters per every 1EP in debt.
Bankruptcy:

If a character used more EP than he has, he is bankrupt. If the bankrupted character owes money to any other character this character may sue the bankrupted character. There is also a chance that a NPC will file a lawsuit. A bankrupted character will also receive “Bankruptcy” penalty, to represent their lost trust, and decreased amount of trade partners.

COUPS
A coup may be initiated by any player with voting rights who currently resides in the country under the condition that either stability is negative or global unrest positive. Only one coup may be attempted per turn. Characters must have good IC-reason to start a coup.

The winning side of the coup may decide the faith of the losing side. Those who didn’t support either side may not have a say in it but may also not be punished. Their voting power is also not counted to whether the coup was successful or not.

Voting in a coup is public. That way characters know who supported whom. This is necessary in order to be able to know who is on the losing side and who on the winning side. You may change your vote in a coup once. However, doing so reduces your voting power by 50% during that particular vote and you might be treated with suspicion.

Should in a monarchy any royals participate in a coup then they count as 5VP per royal. The head of state's voting power in a coup is 10 VP.

List of Coups

Fire Minister - 55% votes in favour of coup
This coup may be used to fire a specific minister. For each additional minister targeted, the required vote count is increased by 5%.
The victors may appoint a new minister who may not be fired during the next two chapters. If the coup fails, then those supporting the losing side have their voting power reduced by 1VP for the next vote.

Abdication Coup - 65% votes in favour of coup
This coup forces the current ruler to resign. In a monarchy, a member of the royal family takes over. In a republic, an election determines the new head of state.

Change State Religion – 70% votes in favour of coup
If heretics are unhappy with their religious situation they may forcefully attempt to change the state religion.


Change to Form of Government to Monarchy/Republic/Theocracy – 80% votes in favour of coup
The government is overthrown and a non-republican government is installed, or vice-versa if the situation is reversed.

Armed Coups

The head of state or the realm’s commander of the forces may call upon the army to overthrow the government. The success of this is determined entirely by the RNG, however, characters may take sides and thereby influence the outcome. This coup may only be used to change the form of government. A successful coup has a severe impact on stability as well as on foreign relations. If successful, the government form changes in a monarchy to republic or vice-versa.

The armed coup may be initiated even if another coup is happening.

Depending on who was the initiator of the coup, losing the coup as head of state will cause in a monarchy for a relative to take over; in a republic it forces an immediate election. If the coup was initiated by the Commander of the Forces and is unsuccessful then the Commander of the Forces is replaced. The winning side determines any additional punishment.
 
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Character Rooster
All characters are listed here.

Monarch
Heinrich von Warendorf - 10 June 1447 - Catholic - delpiero1234

Non-Royals
Hans Jäger - 17. August 1425 - Catholic - jacobweller
Johann Bärnstein - 11 November 1410 - Crypto-Jew - Shebedaone
Franz Johan von Rennenkampf - 24 January 1440 - Catholic - Duke Dan "the Man"
Cornelius Von Staden - 05 February 1427 - Catholic - luc124
Olivier Dupont - 19 October 1431 - Catholic - TheBearIsHere
Gabriel Von Baumeister - 17 December 1430 - Catholic - BetterBite
Rudolf von Königsfeld - 05 January 1424 - Catholic - ThaHoward
Zdeslav Podkova - 05 March 1431 - Catholic - v1989
Konrad Brandt - 05 May 1436 - Catholic - Bioiron
Charles Frederick Dorsey - 10 July 1448 - Catholic - BelisariustheGreat
Friedrich von Haffelstadt - 19. May 1433 - Catholic - Paintatot34343
Vasily Gorchakov - 07. November 1439 - Catholic - Undead Martyr
Franz-Friedrich von Raasch - 15. October 1468 - Catholic - Olligarchy
Ulrich von Hesse-Mainz - 17 March 1442 - Catholic - Macke11

Jordain Abrams - 13 November 1442 - Jewish - themoomaster
Hermann Baasch - 21 June 1419 - Catholic - Lexgrad
Maximilian Julian Bergwald - 25. Mai 1431 - Catholic - ML8991
Twan van Buren - 11 September 1435 - Catholic - ThePatriotOfDreumel
Johannes Fischer - 30 January 1417 - Catholic - Istarsamu
Amir al-Andalusi - 22. January 1444 - Catholic - Cheffy


Titles & Provinces
Since Lübeck is a republic, provinces are either administrated by a Lord Major or an Archbishop. All provinces and titles are listed in the Hanseatic Chronicles Google Document. This document also contains other important information. Take a look at it regularly.


Heads of State

Statthalter Friedrich von Warendorf - b. 1374, d. 1442, r. 1435-1442
Statthalter Xaver von Warendorf - b. 1399, d. 1460, r. 1442-1460
Statthalter Torsten von Warendorf - b. 1420 d. -, r. 1460-1468
Duke Heinrich I von Warendorf - b. 1447 d. -, r. 1468 -


Download Links

Current save game (1472)
Current version of the mod (1472)
 
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Minister Plans
Lord Marshall's Plan

None for the moment. Position is vacant
Lord High Steward's Plan of 1472

  1. Merchants: Merchants are to retain their current Positions and to recruit more Merchants
  2. Loans:None
  3. Inflation:The Steward takes steps to counter inflation (OOC Note:Reduce Inflation if Possible)
  4. Spending of money on structures and ships: None
  5. Spending on troops:The Lord Stweard agrees to the Commander of Forces plan and gives the money needed(OOC Note :Will elaborate in an IC with Beli)
  6. Countries to be embargoed: Maintain Current Embargoes
Lord Marshal's Plan of 1472
  1. Make Charles Frederick Dorsey a General (Shock).
  2. Fabricate claims on East Frisia and Hannover, Hoya or Brunswick



Player-Founded Organizations
Order of Saint Boniface - Charter


Laws & Treaties

Treaty between the Hanseatic City of Lübeck and the Teutonic Order (1446)
  1. The Teutonic Order is granted land to build an enclave outside the city walls of Lübeck.
  2. The Teutonic Order may recruit non-combatants but only on Sundays.
  3. The treaty becomes invalid should there be any sort of violent conversion attempts or if the Order recruits on days which are not Sundays.
  4. The Teutonic Order may recruit combatants in limited numbers after the threats of Saxe-Lauenburg and Mecklenburg have been dealt with.

Signed with his own hand by Xaver von Warendorf

Signed with his own hand by Klaus von Mainz

Expulsion of Muslims Act of 1456
All Muslims are expelled from the country with immediate effect.

Death in Office Act of 1460
  1. In the tragic event that our head of state dies in office, a family member of his succeeds him for the remaining time of the term.
  2. An election will take place at the scheduled date at the end of the term.

Statthalter's Term Act of 1460
  1. The Statthalter's term is to be extended to a period of ten years.
  2. After the term is over an election is held.





 
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Name: Xaver von Warendorf
Date of Birth: 03. December 1399
Religion: Catholic
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Biography:
Xaver von Warendorf is the first-born of the Patrician Heinrich von Warendorf and his wife Friedhilde Thun. He grew up in the city of Lübeck and studied the art of commerce from an early age. His work for the Hanseatic League brought him to Novgorod and London - cities in which the Hanseatic League operates kontors. During his regular trips to Steelyard, the Hanseatic kontor in London, he helped expanding his family's wealth further.
At the age of 31, Xaver became more involved in the administration of Lübeck and the on-going struggle for power between his own house and the great houses of Haas and von Graswelder at a time at which his father Heinrich was serving as Statthalter. After Heinrich's death, the Rat of Lübeck appointed him in 1442 in a close election as his father's successor.
Xaver is married to Anne Schmied, the daughter of a Hamburger Patrician. Together they have two daughters and a boy. As a devout Catholic, Xaver attends the Holy Mass regularly.

Coat of Arms of House von Warendorf:
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Name: Klaus von Mainz

Birth-Date: 9th September 1416

Religion: Catholic

Biography: Born the third son of a Mainzer immigrant and banker, Heinrich von Mainz, Klaus von Mainz's mother, Sofie von Mainz, died in childbirth, causing his father Heinrich to hold a deep and longstanding grudge against his son. At the mere age of 14 he was sent east to train as a squire to a knight in the Teutonic Order so that his father would not need to see him in Lubeck again. He quickly adapted to the new situation and dedicated himself to his work.

At the battle of Varna, having become a knight and a young officer himself, he lead his men to a valiant defeat, holding back many of the Ottoman forces before being forced to retreat with the collapse of most of the army. Despite the defeat, his valour earned him the position of Landkomtur and the mission of creating a new Ballei to recruit new blood for the order from a rich region.

Name: Heinrich von Mainz

Birth-Date: 23rd July 1392

Religion: Catholic

Biography: An immigrant to Lubeck in 1419 with his own father he was dissatisfied with his limited wealth and began working for the Haas family as a banker. The past 23 years since he began banking has allowed him to build up a considerable sum of money and a good family estate.

Name: Albrecht von Mainz

Birth-Date: 3rd August 1409

Religion: Catholic

Biography: The first son of Heinrich von Mainz, Albrecht has been groomed to take over at the bank, working for House Haas. Unlike Klaus, he has very little respect for religion but is a very shrewd businessman.

The family tree
 
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Name: Hendrik van Buren

Date of Birth: 6st of September, 1411

Religion: Catholic

Biography: Hendrik is the son of a big Dutch merchant from Groningen, and when his father died in 1435, he used the amount of money he inherited to move to Lübeck. He quickly gained the attention of bigger merchants, as he quickly grew his fortune to amounts that would be very large, if it wasn't for the Patrician families that were many times more rich than he was. He was educated in the art of trade by his father, and loved to go sailing in his teens. He is generally a cautious and humble man, but also very generous for causes he sees as right. He is married to Anne van Dreumel, the daughter of a merchant he met in the city of Amsterdam, and is the loving father of his son Twan. Hendrik is a devout Christian, and donates often, and generously, to the local churches. Hendrik, however devout he is, he only cherrypicks the good parts of the Bible, such as ‘The rich should care for the poor’, and follow those devoutly. He usually will pay a bit out of his pocket to give some food to orphinages. He also tries to keep religion out of his personal business. He would not choose merchants to trade with on their religious beliefs, but on if they were trustworthy, and had the best prices.

Family Tree
 
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Name: 'Captain' Heinrich Lustenberg
Birthdate: 10 November 1418
Religion: Catholic
Biography: Henrich Lustenberg was born to Viktor Lustenberg, a captain of a ship for the Kaiser himself, Viktor taught Heinrich everything he knew, from how to sail his boat, to lead his men. After his fathers ship, the Fuchs, sank on the shores of Denmark, and the entire crew reported dead or missing in action, Heinrich was offered the role of captain of a new ship being built for use in warfare, to which he accepted in great haste.
For six years, Heinrich lead the Falken, a top of the line war ship capable of naval combat, not nearing the capabilities of the English, however, but they were getting there.
On the same shores of Denmark, Danish pirates docked and invaded, and the ship was ransacked of all goods and equipment, and the whole crew executed infront of Heinrich, before he was thrown overboard into the sea, destined to die there.
He was then picked up by a mercantile ship, a little over six days into his endless journey into the sea, after feeding him and clothing him, they took him to the shores of Lubeck, where he stands today.
 
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Name: Johann von Graswelder

Date of Birth: 11th of March 1410

Religion: Catholic
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Biography: Johann is thet head of the von Graswelder family, one of the three Patrician Families of Lübeck. Firstborn from Friedrich von Graswelder and Kristina von Raztenburg, he was given the Island of Graswelder, their oldest possession, as his wedding gift, a symbolic gesture for designating the family heir. When Friedrich von Graswelder died in 1434, Johann inherited the vast economic might of his father. Having inherited the centuries worth of economic buildup his family has taken part in, the majority being in buisnesses in Lübeck and the surrounding cities as well as a large web of trade deals from Neva to Lisbon. Intent on continuing their speciality: the transport and manufacture of clothes, while transporting vast quantities of staple foods such as grain, fish, and other produces, he has continued the steady drive and increased their merchant fleet. In order to make the presence of his dynasty known more visually than their shadow over the industries and ships, he has also started developing Graswelder Isle into a mansion for his kin, to turn it into the heart of his power. His two brothers and sister have taken it into their hands as his personal ambassadors to the farther away centers of attention, to which none of them remain physically in the city. The Graswelder who remain in Lübeck are himself, his widowed mother, his wife, and his two children: Franz and Karl.

((Position: Merchant))
 
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Name
: Sebastian ‘the Black Knight’ Hamilton
Date of Birth: 1421
Religion: Catholic

Biography: Sebastian was born in the town of Carlot, as a bastard of a Scots Guard of France, and raised as a squire to the local and impoverished baron. He was quite strong as a boy, which he inherited from his father, whose name and deeds in these times were forgotten by history. He was also quite diligent as a boy, always working hard to improve himself. He also possessed a great mind, and while he received no education, he was lucky enough to have the Baron of Carlot to allow him to tour the library, mostly out of their friendship. He would spent many restless nights reading about the deeds of men and women in the past, especially the Great Alexander. His admiration for the Greek Emperor was the reason he started to train as a warrior in the first place, wanting to replicate him and his deeds.

As squire, he attended to his Baron, attending to all his needs and wants. In the midst of this relationship grew a bond between the two, practically seeing themselves as brothers at home, and comrades on the battlefield, whenever the English came to loot and burn their home. By the time they were old enough to fight, while Carlot fought admirably, it was clear that Hamilton was the far superior fighter. Eventually, this lead to a rift forming between the two, which lead Sebastian to leave Carlot, and in his travels he joined a mercenary company, condottiere to be precise.

While at the company, he rose quickly through the ranks through hard work and dedication to his craft of killing people for money. Yet Sebastian had enemies in the leadership, those who were jealous of his rapid rise through the ranks, and they conspired to cast him out. Framing him for something which is not known as of now, Sebastian was exiled out of the company. Yet Sebastian had other plans up his sleev-er gauntlets. He simply formed another force, which would be known as the La Forza del Ravenna. His company, while formed only a few short years ago, has participated in many battles, most notably on the Fields of Varna, where he gained his name by leading a force of knights in black armor against the Turk in a gallant charge, in a desperate attempt to assist the King of Hungary.Currently, he is located in Lubeck, hoping to find a job as a mercenary in the Hanseatic city. (A few months after the start date I assume)
 
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Name: Albrecht Hoffmann
DoB: 27 April, 1418
Religion: Catholic
Biography: Born into a prominent mercantile family in northern Germany, Hoffmann traveled frequently across western Europe as a result of his father's mercantile occupation. He finally settled in Lübeck in 1437 at the age of 19 aiming to create his own path in life, wishing to gain influence in Lübeck's diplomatic circles and aims to eventually one day become Chancellor. Will he able to earn his wishes? Only time will tell.
 
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Name: Shmuel ben Mendel.
Date of birth: 15 November, 1400
Religion: Jewish.
Biography: Born to a family of wealthy Lubeck-based Jewish merchents. Shmuel (or Samuel) is one of the leaders of Lubecks Jewery, both due to his wealth and success in his jewish education. However his ambitions do not lie in the local jewish community, but rather in the citiy's politics- both for personal gain and protection of his fellow jews.
 
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Name: Friedrich Haas

Date of Birth: 14th February 1413

Religion: Catholic

Biography: Friedrich is the head of the Haas family, one of the three Patrician families in Lübeck. He is the first son of Gustav and Brigitte Haas. When his father died couple of years ago, he inherited all of the family's property. The big mansion of Haas, that is located in the countryside near the city of Lübeck, the many houses and plots that the family owns around the Lübeck, and of course the big trading 'Empire' of Haas. When Friedrich was younger he studied the arts of commerce in Lübeck. After the studies, he spend most of his time helping his father with the trading 'Empire'. He has became an excellent trader and manager, perfect head for an important family, though he still has lot to learn.

In the year of 1435 Friedrich married Alexandra Morgenstern. The couple was really happy while married, and they even got three children. Sadly their little happy family had some unfortunate events. The second child of the couple, Hubert, died of diseases before he was even 1-year-old. And two years after Hubert's death, Alexandra died of a child birth. Luckily the youngest and the oldest children are still okay, but you could never know when something unfortunate happens again... Friedrich has not married anyone else after the death of Alexandra. He still sometimes miss her.

Family Tree

Jasmin Hummel: Born in 1405 Jasmin is the oldest of the three siblings. She is married to Albert Hummel, whose surname she has taken. Albert Hummel is a rather rich Lübeckian noble. The happy couple has two children, Amalie Hummel and Mathis Hummel.

Krista Kahler: Krista is the youngest of the three siblings, born in 1415. She was married to a Brandenburgian noble, Adam Kahler. Unfortunately Adam died of disease after two years of marriage. Krista came back to Lübeck, and lives in the mansion of Haas nowadays. She is not anymore sad of the loss of her husband, though she has not married any new man.
 
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Name: Albrecht Holzmann
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Date of Birth: 7th of August 1402
Religion: Catholic

Bio: Albrecht is the third and final child from the wealthy Holzmann merchant family that traded in salt. Albrecht wishing to forge his own path trained in the martial arts instead of in trading and became skilled with a pike and was a good swordsman. At the age of 16 Albrecht's farther was killed while stepping of a boat, he slipped and took a tumble off of the docks, hitting the side and snapping his neck while plunging into the icy waters. Albrecht's brother inherited the business while Albrecht's sister was already married. Due to this Albrecht signed up to become a city guard in the year 1418.

Over the coming years Albrecht became more skilled in the martial arts, soon becoming a master with a pike. Though instead of wasting his money on booze like the other guards, Albrecht continued to focus on rising up the ranks. While this was on, he gained a hobby for chess and becoming skilled in it, but still had a lot to learn. Though Albrecht would have only gone as max to corporal if it wasn't for the election and Albrecht's skilled move.

From his time at playing chess, Albrecht had learned strategy and had seen Xaver von Warendorf and how skilled he was. Thus Albrecht showed his support for the man in the upcoming election and convincing a fair few people to vote for him. This was followed by Xaver being elected as the Patrician of Lubeck, for his support Xaver gave Albrecht the position of the captain of the guards in the year of 1442, due to the last one retiring over old age.

This was followed by Albrecht marrying a woman called Marie, a woman who Albrecht had been courting for a few years and after one drunken night slept with and got her pregnant. To protect Marie's honor Albrecht quickly married Marie and she gave birth to a boy on June the 14th, 1443.

With Albrechts position secured and with the beginning of a family, Albrecht life seems secure and simple. Though even the best laid plans of mice and men often go awry.
 
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Prologue

It is the year 1435 of our Lord when Heinrich von Warendorf is elected to the highest office of the city of Lübeck. Lübeck, the pride of the Hanseatic League, was a flourishing trading port on the northern shores of the Holy Roman Empire, a loose federation of predominantly German-speaking states. At that time, Emperor Sigismund of Luxembourg was ruling over the realm. He was far away from Lübeck and rarely meddled with the affairs of the rich Patrician families for as long as they swore him their allegiance.

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Sigismund of Luxembourg was elected Emperor of the Holy Roman Empire in 1433.

Lübeck was the heart of the Hanseatic League, a trade federation and defensive pact that has its origins in 1267 when Hamburg and Lübeck signed an alliance. The treaty has been in existence for over 150 years now. The trade brought prosperity to the city and attracted outsiders who tried to get their slice of the cake. All sorts of goods were sold at the city market and the harbor but salted fish remained the surety for Lübeck's wealth. This was only possible because of the friendship with Hamburg which controlled the salt-trade from Lüneburg. From Hamburg, Lübeck received salt shipments which were necessary for the production of its famous salted fish - a prospering cooperation.

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The city of Lübeck with its massive fortifications.

Heinrich von Warendorf was born into one of Lübeck's three leading Patrician families and at the age of 61 he became the city's Statthalter after winning the election against Johann von Graswelder who could not convince the council to entrust him with a second term. With great honor, Heinrich accepted the election. He had promised the merchants of Lübeck to sort out the disputes between some of the League's members, which included also but was not limited Oldenburg, Bremen, Riga and Lüneburg. To the west of Lübeck lied the large Duchy of Mecklenburg-Schwerin, a fierce rival that tried to undermine the League.

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Mecklenburg and the Hanseatic League did not get along well.


About three years after his election, Heinrich called the leaders of League's various city-states to convene in Lübeck where they debated the Mecklenburger threat. Warendorf tried to push for a military intervention but failed to gather support. Riga was among the most vocal opponents of Heinrich's plan.
After this setback, the merchant class was not happy. One of its most vocal members was Gustav Haas, the head of House Haas. Gustav was an aggressive politician, everybody knew that and so it was no surprise that he tried to sway the council to remove Heinrich from office. He was convinced that he would have been able to convince the other Hanseatic cities with his charisma to go to war with Mecklenburg.

What was the position of the Patrician family, von Graswelder, in all of this? The Graswlders agreed with Heinrich that war without the support from the Hanseatic League against an opponent of the size of Mecklenburg was near impossible. Despite that, in 1438/1439 House Haas was actively pushing for hiring a mercenary company to attack Mecklenburg even without League support. The question of Mecklenburg had started a rivalry between them and the other Patrician houses. Gustav believed that Heinrich was weak and not decisive enough. He was also disappointed that the Graswelders did not support the recruitment of a mercenary army. After countless of debates in the city hall, he had to admit though that such a military campaign would cut a deep hole in the city's finances. For now, the issue was postponed but the Mecklenburgian threat remained.


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The Mecklenburg-Dispute in the city-hall was the start of a great feud between the Houses von Warendorf and Haas.

With the death of Emperor Sigismund, the Holy Roman Empire had no legitimate ruler for almost three years. In the election of 1440, the throne was then passed to the Austrian Friedrich III of Habsburg whom the prince-electors saw fit to defend the integrity of the empire. Heinrich was too old to travel to Aachen to for the coronation of the new sovereign and so he sent a delegation of Patricians as Lübeck's representatives. Members of all the Patrician Houses were part of the Lübeckian delegation. For House Warendorf this honor went to Xaver, Heinrich's oldest son, and his wife Anne Schmied with whom he had three children. Despite their feud, Heinrich being the honourable man he was also sent the 27-year-old Friedrich Haas to Aachen for the sake of Lübeck. From House von Graswelder Johann departed on the long carriage journey to Aachen. Johann was quite young for the head of a Patrician family of that time. The Black Death had claimed many members of his family.

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Only the wealthy could afford to hire a carriage. Travelling in one of those was much more comfortable than riding a horse.

The coronation was a spectacular event with influential men from all over the Holy Roman Empire and beyond. Friedrich Haas did not care much for the past and the rivalry that was going on between his father and the Warendorfs. He tried to ease the tensions with Xaver during the banquet where both were placed next to each other. It seemed that the emperor was not aware of the family tensions of Lübeck but why should those matter to him anyways? The Lübeckian delegation stayed in Aachen for five days and on their way back stopped in Mainz to maintain trading relations with the merchants of the Rhineland.

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The city of Mainz is an important center of trade during its time because of its strategic position in the Rhineland.


Meanwhile in Lübeck, the von Warendorfs regained some of the trust they lost during the Mecklenburg-dispute after a new treaty for salted fish exports was signed with the English. Steelyard, the Hanseatic kontor in London, was as prosperous as ever before.
It was not long after the Lübeckian delegation had returned that Statthalter Heinrich passed away at the high age of 67, seven years into his term. A premature election was held to elect his successor. With Heinrich's death, Xaver was nominated by his house. He competed against the young and inexperienced Friedrich Haas and Johann von Graswelder. Bribery was common and Xaver was not afraid to make use of it. He bribed those who he could not convince through his arguments and ensured enough votes to become his father's successor.

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The two key points of his political Agenda were:
  1. Protect the salt trade by conquering Saxe-Lauenburg, a rival of the Hanseatic League which interfere in the salt trade between Lüneburg and Hamburg and thereby als with Lübecks salted fish business.
  2. Seek out new alliances in order for Mecklenburg not to attack us.
  3. Allow the Jews to live in peace in a specific quarter of the city.
He promised to to deliver on them during his term as Statthalter.

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The new stattholder increased the military budget and hired more men for the city guard. He appointed Albrecht Holzmann as the new captain of the guards and expanded the army size slowly but steadily. In early 1444, the city guard counted 5.000 men already. Taking Saxe-Lauenburg was not going to be an easy task and without a strong force an impossible one.

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Xaver was now two years into his term. It was difficult to predict what the future would bring but he was confident that Lübeck will remain the prosperous city it was. On a windy day in November 1444, Xaver walked to the docks and watched the cogs sail in and out of the harbour. For a moment all the issues in his head became unimportant as he sat on a bench with the smell of the sea and the breeze of the ocean.

 
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I need to play less civ and check these threads more often
Anywho,
  1. Name: Giovanni Cadorna
  2. Birth-Date: August 24, 1394
  3. Religion: Catholic
  4. Biography: Cadorna has led a fierce and famous mercenary company for 20 years now, fighting in France, Iberia, Anatolia, everywhere, and has built up a sizable amount of money. Now, in the old age of 50. he retires to a villa in Lubeck. Through his many campaigns he has learned to speak German and French Fluently, and knows a little Greek and English. His fame brought him much attention when he moved to Lubeck, and he took an interest in the politics of the Hanseatic Leagu. Even using his wealth to start up a small merchant company. His connections to armsmiths in Italy give him an advantage in in the trading of high quality Italian steel in the north.
  5. A very devout catholic.
  6. 3/5/6
I'm not actually sure if this breaks the new character every 10 years rule or not, but I'm putting him here anyways, this is Giovanni's son
  1. Name: Frederico Cadorna
  2. Birth-Date: November 16, 1414
  3. Religion: Catholic
  4. Biography: The son of the famous mercenary, Frederico Cadorna fought with his father in his early years, though eventually his father had him trained as a blacksmith in a Milanese forge. Frederico quickly became of note, eventually earning his way into noteriety, and now runs one of the most well known Italian arms companies.
  5. 4/4/4
 
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Hendrik stood on the deck of his ship. He saw Lübeck, his beautiful home town, in the distance. After being on a trade mission for 3 months, be was happy to return home. Although he would miss Ghent, he had to continue his trade. Hendrik looked up, at the sun. He saw that it was time to go to the church, and started walked to the cathedral in the centre of Lübeck. He heard some Dutch from a market, and walked to the people he heard talking. He saw that it was some merchants, and asked how their trade was going. He was glad to hear that they were doing great. After some more talking, he went further on his way to the cathedral. He entered the Cathedral, and took a seat. He listened to the Bishop and prayed to God. When he was done with praying, he went out of the Cathedral and walked to his villa, hoping to see his wife and kids there. After a reasonable walk, he unlocked the door. He saw his son Twan being very busy learning, and decided to leave him alone for now. He walked onto the balcony, where he had a nice view of Lübeck, and sat down, looking at Lübeck, taking the rest of the day to relax...
 
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Restless, an old man watches as the scenery passes behind him
"We'll be passing into Austria soon, in about a day we'll be in Vienna."
The old man was a warrior by trade, but he'd lost many good men to the heathen army at Varna, perhaps he was losing his touch.

He had lived, in times of peace, in the city of Genoa, leading his to riches all over the christian world. He had heard of the German free cities in the north, far removed the conflicts with the Turkish infidels. After the defeat at Varna, he had decided to retire, he sent a letter to his son in Milan, telling him that he planned to head to the city of Lubeck and purchase an estate, and that he would send word soon.

Then the cart stopped. Cadorna and his men looked to the driver, an upstart Venetian merchant who had offered then transport in exchange for protection along the journey. There was some shouting in Hungarian. "Bandits, sirs, ready your swords!" The clever Venetian merchant had used the language barrier to signal to Cadorna and his men without tipping off his assailants. Drawing his sword, he approached the back of the cart, and when the unwitting brutes opened the door, he greeted them with steel instead of gold. The bandits, unprepared fumbled with their weapons as three battle hardened and armed men suddenly jumped from the cart, one of their men already down. One charged Cardorna with a pitchfork, only to have his weapon swatted aside as the behemoth thrust into his stomach. The others fled into the woods, not even daring to look back.


Perhaps retirement may not be as Cadorna had expected.​
 
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