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IC Materials - Struggle for Kelredan: Aftermath

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Post by Sir Nickolas Wed Jun 19, 2013 4:23 am

Hello, and welcome to the Struggle for Kelredan: Aftermath! This roleplay was originally created by Iskar, who has since departed from the forums.

The roleplay proceeded smoothly at first, but inactivity started to kick in and with Iskar's departure the players involved were left without a Game Master, despite his efforts to create a dynamic hosting system. The roleplay soon faded into obscurity.

Ser Varys offered to help with the roleplay, he has access to random events that will happen throughout. I, Sir Nickolas, mainly work as a volunteer to keep the timeline in check and try to keep the roleplay progressing somewhat smoothly.

If you wish to join, feel free to do so! An important note however is that the Struggle for Kelredan roleplay does not have a solid ruleset and may play differently than the other Prophesy of Pendor roleplays. Otherwise, feel free to tag along and have fun! To start your character or rejoin the roleplay, please see item 6 on the contents list.

If there are any questions or concerns, please tell us in the General OCC thread.

* * *

Important Links:
Roleplay Materials [OLD]
Struggle for Kelredan Timeline

Topic Contents:
1: Setting / Character Roles
2: Biographies
3: Money Matters
4: Meta Information
5: Roleplay Guidelines / Dynamic Hosting
6: Joining The Roleplay
7: Experimental Combat System


Last edited by Sir Nickolas on Sat Jun 29, 2013 6:37 am; edited 2 times in total
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Post by Sir Nickolas Wed Jun 19, 2013 4:25 am

Original Setting:

It is the second year after the unification of Pendor under the rule of the prophesied king, Mordred I Adalhard. (Aftermath Reborn Timeline: Year 376 AF)

Mobray County, the immediate surroundings of the capital city Sarleon, is facing troubles. The last baronet of Kelredan has died without wife or heir. A baronet being only a rather minor noble this would usually not cause much ado, but this case is different: Usually only higher nobles are allowed to build and hold proper castles while minor nobles such as baronets and knights have only walled estates or towerhouses, but the baronets of Kelredan, by some old laws, traditionally hold the castle of the same name near Sarleon. The other baronets of Mobray County, the rulers of Rebache, Belmonfaire and Yaragar have now all cast an eye on the prestigious and powerful title of Kelredan. They have all dug up some more or less valid claim to the vacant baronetcy and will try to gain control of it.
The lands of the capital city are considered neutral ground and Duke Darlion of Sarleon has made it clear that while he takes no interest in the petty struggles of minor nobles he will not tolerate fighting on lands under his direct protection. The Baron of Mobray, the direct feudal overlord of the baronets, has also declared neutrality in the struggle for the inheritance, but also that he will accept the judgement of the gods as to who would be best suited to hold Kelredan - in other words: let the best baronet win. In light of this he would not mind small skirmishes spilling into his lands as long as they serve to determine the new baronet of Kelredan and his subjects are not hurt.
So now the baronets, their knightly vassals, their household knights and a number of illustrious figures prepare for the struggle for Kelredan.

Struggle for Kelredan: Aftermath

"... and the Struggle of Kelredan soon transformed into something else entirely. For the first few days, the baronets plotted and planned their moves to become the rightful ruler of Kelredan Castle. However, try as they may, an omen loomed over the area in the form of ominous clouds from the north. While the peasants cowered in fear and travelers dared not journey to their next destination, the many of the major figures involved ignored such warning signs. It would prove to be their downfall.

Soon enough, peasant and noble alike began falling into a kind of sickness that eventually ended in a coma-like state. Almost everyone knew someone who was afflicted in this state, and families mourned for their loved ones to come back. Alas, it could not be so.

Some Baronetcies lost its faithful knights to the plague, others lost their baronet who was to lead them during these trying times. Mercenary and Adventuring companies made themselves scarce, leaving only the dedicated few in Mobray Country.

At the dawn of Day 8 of the Kelredan events, the situation has somewhat settled itself at the people adapted to the changing times. The people rallied to the church of Eunomia Stabilitis, praying for health and for the dark times to pass. In the east, Sir Nickolas has taken over the duties of Yaragar as Thedric Baras fell to the sickness. Belmonfaire stayed strong during these trying times, a trait no doubt earned from their renowned resolve, and the Adventurer Sir Forn Merclan was spoke of in taverns, but never found.

Now, at the light of a new dawn, how will the people of Mobray Country fare against these hardships, even with the ever growing threat from an army from the south..."


Area in Question:
Map Explanation:
Orange: Baronetcy of Kelredan. Its baronet died recently, causing a power vacuum as claimants struggle to take Kelredan for his / her own.
Green: Baronetcy of Belmonfaire.
Red: Baronetcy of Yaragar.
Blue: Baronetcy of Rebache. [Currently Inactive]
Turquoise: Direct holdings of the barony of Mobray.
Black: Direct holdings of the capital city.

Active Character Roles (Baseline):

Baronet of Yaragar: 
A well balanced baronetcy east of Sarleon. The lands are reasonably well settled and the river provides some wealth. (Currently under control by Sir Nickolas Ballard, a Free Knight)
Home: A tower house with palisade and ditch
Levy: 30 militia, 15 regulars, 5 knights
Budget: 2500 gold treasury

Baronet of Belmonfaire: 
A baronetcy that traditionally joined the defense against the Fierdsvain in the west. The increased military service comes with lowered taxes in turn.
Home: A tower house with palisade and ditch
Levy: 40 militia, 20 regulars, 6 knights
Budget: 2000 gold treasury

Landed Knight: 
Home: A knightly estate
Levy: 10 militia, 5 regulars, 2 knights
Budget: 800 gold treasury

Free Knight:
Troops: A mounted squire to attend him
Budget: 150 gold

Aventurer (renegade noble/ third son without inheritance): 
He, too, hopes to gain some money from the fighting - or more.
Troops: 4 fellow adventurers (weaker armour than knights, but with bows or light crossbows for versatility on horseback)
Budget: 600 gold
Estimate for hiring costs (subject to roleplay negotiations): 2500 gold

Archdeacon (a second son of a minor noble): 
The archbishop of Sarleon has commanded him to use the instability of the current situation to gain long desired tax exemptions for the church of Eunomia Stabilitis in the area. (Note: The Archdeacon has declared ownership of Kelredan Castle, and has joined the conflict!)
Troops: A personal guard of 5 halberdiers and 5 armoured longbowmen
Budget: 500 gold allowance from the bishop of Sarleon to help the cause of the church

Archived Character Roles:


Last edited by Sir Nickolas on Sat Jun 29, 2013 5:07 am; edited 1 time in total
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Post by Sir Nickolas Wed Jun 19, 2013 4:27 am

Active Player Characters:

Baronet of Belmonfaire (Hjolnai): Sir Laurence Stackford
Character Description:

Archdeacon (Vadir): Ferrand Astigi (The Archdeacon has joined the conflict!)
Character Description:

Free Knight (Sir Nickolas): Sir Nickolas Ballard, "Pureheart" (Note: Has taken control over Yaragar)
Character Description:

Adventurer (DrSane): Sir Forn "Scowling Jack" Merclan, the salt slaver
Character Description:

Landed Knight, vassal to Yaragar (Psychozoa): Sir Derreck Weiherr
Character Description:

Landed Knight, vassal to Kelredan (Ser Varys): Sir Heinrich von Kepler (Note: Working with Belmonfaire)
Character Description:

Inactive Player Characters:
Sir Nickolas
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Post by Sir Nickolas Wed Jun 19, 2013 4:27 am

Money And Usage

Gold is the main form of currency within the Struggle for Kelredan roleplay. The ruleset is mainly based on logic and common sense, so players will normally have to work together to find what is fair for values and actions that are not listed. Remember, each action has a consequence!

The player can use gold for...

- Recruitment (List Below)
- Hiring Mercenaries / Adventurers (2000g was the original baseline, real cost subject to negotiations)
- Purchasing Equipment (List Below)
- Hosting a Feast (Cost per Character // 20g Free Knight // 100g Landed Knight, Archdeacon, Sheriff, Adventurer // 150g Baronet // 200 Baron)
- Tournament (800 Gold, pays for preparations and food)
- Whatever the imagination brings. Consult with other players and your GM.

The player can gain gold by...

- Road Tolls (Will Cause Unhappy Merchants)
- Battle Loot
- Gifts
- Shady Deals
- Almost whatever within reason! Consult with other players or your GM.

Recruitment (Note: Experimental!)

100g Militia (Default Equipment: Light Leather // Simple Tabard // Spears // Kite or Board Shields // Short Bows // Arrows // Swords
600g Regular (Default Equipment: Chainmail // Simple Tabard // Spears // Kite or Board Shields // Short Bows // Arrows // Swords)
1000g Knight

Item List:

10g Sturdier Tabards
50g Quality Leather Armor (Militia Only!)
500g Chainmail

20g Hardened Spears
40g Polehammer (Foot Troops Only!)
70g Halberd (Unmounted Regulars Only!)

20g Nomad Bows
40g Longbows (Unmounted Regulars Only!)

20g Barbed Arrows
40g Bodkin Arrows

20g Light Crossbow
50g Crossbow (Foot Troops Only!)
70g Heavy Crossbow (Unmounted Regulars Only!)

20g Javelins
40g Throwing Spears (Regulars Only!)

80g Saddle Horse
150g Hunter (Regulars Only!)

10g Pavise Upgrade for Board Shields (Adds spikes for pavise-like use)


Last edited by Sir Nickolas on Wed Jun 19, 2013 4:52 am; edited 2 times in total
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Post by Sir Nickolas Wed Jun 19, 2013 4:28 am

Struggle for Kelredan Meta Information:

Yaragar (Controlled by Sir Nickolas)
Gold: 810 (800 promised)
Troops: 30 Militia, 15 Regulars, 5 Knights

Belmonfaire: (Sir Laurence Stackford)
Gold: 200
Troops: 40 Militia, 20 Regulars, 6 Knights
Sir Laurence's Location: Belmonfaire
Sir Laurence's Troops: N / A

Archdeacon Ferrand Astigi
Gold: 500
Troops: 5 Halberdiers, 5 Armored Longbowmen
Location: Church in Mobray

Sir Nickolas Ballard:
Gold: 0
Troops: 1 Squire (Robert)
Location: In Yaragar

Sir Heinrich von Kepler
Gold: 800
Troops: 10 Militia, 5 Regulars, 2 Knights
Location: In Belmonfaire?

Sir Derrick Weiherr:
Gold: 350
Troops: 10 Militia, 5 Regulars, 2 Knights
Location: Stationed in Kelredan

Sir Forn Merclan
Gold: 600
Troops: 4 Adventurers
Location: Unknown

Inactive Accounts:

All other accounts remain at baseline. (i.e. unchanged)

Equipment Purchased / Acquired:

Weiherr:
5 longbows
5 bodkin arrows
5 hardened spears
5 sturdy tabards

Belmonfaire:
10 heavy crossbows
10 hardened spears (bonus used)
10 pavise spikes
10 good quality swords
10 sturdiers tabards (bonus used)

Inactive Characters:
Sir Nickolas
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Post by Sir Nickolas Sat Jun 29, 2013 5:52 am

Roleplaying Guide

As I have stated before, the Struggle for Kelredan does not really have a solid ruleset and mostly relies on logic, common sense, and players working together to progress the roleplay. Due to this, the Struggle for Kelredan is fairly open-ended in what you can do, but disagreements can arise due to there not being an established list of regulations.

This minor event does not really have a main GM, the only people who come close to that are Ser Varys who has access to random occurrences to keep things interesting and myself who is more of a janitor than much else. Instead, the roleplay relies on a dynamic hosting system put in place by Iskar before he departed. Essentially, this system allows for other players to become a temporary GM for an event that would require a GM to complete. (This includes combat, but covers many other actions as well.)

Of course, remember that the main attraction here is the Aftermath Reborn event with the Noble wars. The Kelredan event is a minor event carried over from the previous Aftermath board with more emphasis on roleplay and character development.

Dynamic Hosting

The Dynamic Hosting system goes as follows...

1: Players get into a situation that a GM would normally have to handle.
2: These players post in the Game Master thread requesting for a Temp GM.
3: Other players not participating in that situation can volunteer to be a Temp GM.
4: Players in the event accept or reject the offer (majority vote).
5: The Temporary GM resolves the situation, and then the players continue roleplaying as normal.

Of course, this is just a guideline. If the players involved are comfortable with a participate also GMing the event, then go ahead. If the players just want instant action, there doesn't have to be an approval process and the first person to make a GM post in that event becomes the Temp GM. This roleplay is open-ended, as long as everyone involved is having fun, then it really doesn't matter how we get to point A to point B.

A Possible Solid Foundation

The Struggle of Kelredan event revolves around one thing and one thing only, and that is the ultimate control of Kelredan castle by any means possible. All actions should take this into reference, whether the player seeks to take Kelredan for himself / herself or his / her liege.

Currently, only Gold has a foundation that can be expanded and revised if need be. I have also made an experimental combat system, but that system is completely optional. The players resolving for combat can simply go the logic route with a GM.
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Post by Sir Nickolas Sat Jun 29, 2013 6:16 am

Joining the Struggle for Kelredan Event

New Players:

1: To join the Struggle for Kelredan roleplay, choose a character role. Open character roles have been posted here for your convenience.

Character Roles (Baseline):
2: If you are a Landed Knight, choose your baronet. (Yaragar or Belmonfaire. Rebache is currently inactive, and Kelredan is allowed for special cases.)

2a: If you are not a Landed Knight, you are sworn to no one at the start. It is advised to seek out a faction to join in the conflict, or if you dare, create your own! (If you wish to skip over introductions, feel free to do so if you want to jump into the action.)

3: Submit your character in the General OCC thread for the Struggle for Kelredan.

4: Once approved, begin roleplaying! Find or create a thread to begin your character's adventure in the Kelredan event. If all else fails, there's always the tavern.

Notes:
- Yaragar, Belmonfaire, and the Archdeacon are the major factions to join in the Struggle for Kelredan: Aftermath roleplay. (Belmonfaire is the only faction with its original Baronet, Yaragar is being led by a Free Knight, and the Archdeacon now has also joined the conflict.)
- Rebache has been hit by the plague and lacks a leader. Anyone not affiliated with the major factions can take over Rebache and join in the conflict, using Rebache's resources!

Returning Players:

If you are returning to the Struggle for Kelredan event, don't worry! For the most part, your character will remain as you left it, but troops and gold may differ from before. To rejoin, simply jump right back in, awakening from the coma that the plague placed all inactive player characters (and others, but who cares about them!).
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Post by Sir Nickolas Sat Jun 29, 2013 6:30 am

Combat System

Notice: These rules are EXPERIMENTAL. They have not been tested for balance. Use at own risk.

Version 0.0.2

Changelog:
Definitions:

Character: A single person. They can group together to form units.
Unit: A group of characters with identical equipment. Minimum size for a unit is 5 characters.

Battle System:
 
            This system focuses on one versus one (units or characters) combat, using equipment and troop types to determine modifiers to the roll.
            The main advantage of this system is that it does not require a GM to function and is a fairly simplistic ruleset. However, this system requires honor as players can cheat to beat the other player. No system is perfect, when using this one it assumes the players involved are honest individuals.
 
            Basics:
            1: Both players roll to obtain two 1-100 values.
            2: Average the rolls separately for each player.
            3: Apply modifiers.
            4: Use the difference between the players’ modified rolls to find the results of the battle.
 
Difference:       < 30                 31-60               > 61
Result:            Nothing           Wounded        Death
 
            5: If the result is Wounded or Death, the defender loses characters based on the number of the attacking unit on a 1 for 1 ratio.
            5a: Special Note: If the attack was from range and the defender gets a wounded or death result, add half of that value to the next defense roll against ranged units.
            6: Repeat as needed.
 
            Combat Round:
            1: Archers can attack.
            2: Crossbowmen can attack.
            3: Charging cavalry can attack.
            4: Depending on the distance between opponents, repeat 1,2, and 3 as needed.
            5: Melee troops can attack.
            6: Repeat the process.
 
            Troop Types:
 
            Player Characters: All player characters receive an innate +40 modifier in combat in addition to equipment.
            Militia: Militia have no bonuses or penalties.
            Regulars: Regulars have +20 to any combat roll due to their experience. In addition, they can equip better gear than Militia.
            Knights: Knights are a special unit type as they cannot be equipped like Militia or Regulars. Instead, they receive a flat +70 boost to the combat roll, attacking or defending.
 
General Modifiers:
 
Strength of Numbers: If one unit is larger than the other, the larger unit gets a +5 modifier per character in the unit over the amount of the smaller one.
 
Flank Attack: If two or more units engage the same target, receive a bonus on the combat roll. (+10 for Militia, + 30 for Regulars, + 60 for Knights)
 
Note on Flanking: When Flanking, only one unit actively participates in combat. Others supporting it add the bonus modifiers as described above.
 
Item Modifiers:
 
Light Leather                           -10 To Enemy Roll
Quality Leather Armor               -20 To Enemy Roll
Chainmail                                -45 To Enemy Roll
 
Simple Tabard                         -5 To Enemy Roll
Sturdier Tabards                     -10 To Enemy Roll
 
Swords                                  + 10 To Roll                (Mastery, Trained)
Spears                                  + 5 To Roll                  (First Strike, Anti-Calvary)
Hardened Spears                     + 10 To Roll                (First Strike, Anti-Calvary)
Polehammer                            +15 To Roll                 (Knockout)
Halberd                                  +15 To Roll                 (First Strike II, Anti-Calvary)
 
Short Bow                            +5 To Roll                   (Archery, Blindsight)
Nomad Bow                          +10 To Roll                 (Archery, Nearsight)
Long Bow                             +10 To Roll                 (Archery, Blindsight, Volley)
 
Arrows                                +7 To Roll
Barbed Arrows                      +5 To Roll                   (Barbed Arrows)
Bodkin Arrows                       +5 To Roll                   (Bodkin Arrows)
 
Light Crossbow                      +5 To Roll                   (Arbalist, Penetrate I, Point Blank)
Crossbow                             +10 To Roll                 (Arbalist, Penetrate II, Point Blank)
Heavy Crossbow                    +15 To Roll                 (Arbalist, Penetrate III, Point Blank)
 
Javelins                                 +5 To Roll                   (Thrown)
Throwing Spear                       +15 To Roll                 (Thrown)
 
Kite Shield                              - 15 To Enemy Roll     (Shield, Defender)
Board Shield                           - 10 To Enemy Roll     (Shield, Guardian)
Pavise Upgrade                       - 10 To Enemy Roll     (Pavise)
 
Saddle Horse                          - - -                        (Horse, Charge I)
Hunter                                   - - -                       (Horse, Charge II, Intercept)

Item Traits:
 
Anti-Calvary: +15 against mounted units. If the cavalry are charging, negate the enemy charge bonus and gain an additional + 20.
 
Arbalist: Attacks second in all combat scenarios before battle is met. The number of volleys is subject to player and GM negotiations, but remember that crossbows are slower than bows!
 
Archery: Attacks first in all combat scenarios before battle is met. The number of volleys is subject to player and GM negotiations.
 
Barbed Arrows: Gain a+10 modifier against lightly armored units. (Leather Armor)
 
Blindsight: If this weapon is wielded while in melee range, this unit suffers -20 to attacks and enemies targeting this unit get a +20 bonus to the combat roll.
 
Bodkin Arrows: Gain a + 10 modifier against heavy armored units (Chainmail and Knights)
 
Charge I: Must be declared before battle starts. The unit charges the enemy and receives a +20 to the combat roll.
 
Charge II: Must be declared before battle starts. The unit can target any enemy unit to charge and receives a +20 to the combat roll.
 
Defender: Can roll a dice and average that with the enemy result against melee attacks.
 
First Strike: +10 to roll for the first round of melee combat.
 
First Strike II: +20 to roll for first round of melee combat.
 
Guardian: Can protect one unmounted unit against ranged attacks. Also, enemy ranged attacks made against this unit suffer a -10 modifier.
 
Horse: This unit is mounted on a horse. The unit can move across the battlefield faster, but is subject to anti-cavalry weapons.
 
Intercept: This unit can prevent an enemy unit from charging by intercepting them. Both units engage in normal combat after an interception.
 
Knockout: If the two rolls are separately divisible by 10, instantly knock out the opponent.
 
Mastery: For each round of combat the unit is alive, gain +1 to the combat roll. This effect is permanent, and will affect other battles if the unit survives. Note that units with Mastery can only be combined with other units with the same Mastery level.
 
Nearsight: If this weapon is wielded while in melee range, this unit suffers -10 to attacks and enemies targeting this unit get a +10 bonus to the combat roll.
 
Pavise: A unit can hide behind the Pavise to receive the protection, but once they move away from cover the protection is lost.
 
Penetrate I: This attack ignores the penalty for firing against shields.
 
Penetrate II: This attack ignores the penalty for firing against shields and can attack units protected by the Guardian ability.
 
Penetrate III: This attack ignores half of enemy armor and can target units protected by the Guardian ability.
 
Point Blank: When used in melee range, this unit suffers -10 to attacks and units targeting this unit gain a +15 bonus to the combat roll
 
Shield: This item can only be used when equipped with swords, spears, or thrown items. Can reroll any one die when defending against ranged attacks. (yours or your opponents)
 
Trained: Regulars gain a +10 bonus when wielding this weapon.
 
Thrown: This weapon is used as a free attack during the first melee round, before engaging in melee. Afterwards, it cannot be used until the next battle.
 
Volley: This unit can opt to do two attacks instead of one using a -10 modifier.
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