Avatar of Flooby Badoop
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    1. Flooby Badoop 12 yrs ago

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Lord Monbodo said
Hey Flooby, since House Tueuroi owns both Hainaut and Nantes shouldn't those fiefs be together?


For some reason, I thought they owned Talbout, not Nantes. Will change that up, thanks!

Also, work kept me up until 2am. Had zero energy last night, and just crashed until noon. I did, however, finish the IC, so I'm just transcribing what I have down on paper to here.

In other words, it begins. . .
Been working on the IC post. Got most of it done, but now I have work. I'll try to sneak in some time at work to finish it, so it'll be ready by tonight.

Forgot to add to the rules that in the case of multiple ships, you just take the average of all of them as the travel time. Also made it so the seat of the Bishop of Daisyfield is vacant, so players can compete for the position at the game's start, if they wish.
Yes to both, but might I still sway you to keep that little island as Orkneynar? It fits so perfectly with the name. :3

EDIT: Finished fiefs, NPC sheets, and made an update to the rules, adding time to build ships, ship travel time [slight differences, but they're there], and a few spelling catches. All the goodies are now on the first page. Of this thread, that is. All the useful links are there.

And. . . I'm torn. Player mercs next, or first IC post?
So Boerd said
Edited my sheet. Turned 250 longbowmen into slingers and bought some boats.


Goodie. Sorry about your location, by the way. Volyhnia kind of took up a metric shit-tonne of space by accident, and all that was left for you that the Bogans could plausibly want to invade would be the isolated northern tip, so I gave you that.

Also, I did not have enough energy when I got home. Passed out when I got home, got woken up by my mother relatively early to drive her to the dentist. Coffee, don't fail me now.
@ Fortunes: Trade routes can occur on land or sea. I didn't mention this in the rules, so I will add this, but if a trade route can occur by sea, it will. I'll list all the current trade routes, and whether they are land or sea, in a later post.

@ jiwon: Your changes are acceptable, but don't gimp your vassals too much. In your specific case, they're not your enemies, and their land might one day be yours. And it's okay that you're leaving, a number of people mentioned they were busy for the next few days, but I wanted everything ready for when everyone gets back so we can cut down on waiting time and get straight to the intrigue and war. EDIT: Also, doubling the population growth of towns would mean that the growth of the town would quickly outpace the rate at which you could grow crops for them. Don't worry, prosperous towns will have plenty of random events that will allow them to increase their populations, but I'm not going to write anything about it in the rules, because it's supposed to be a super serial secret. Shh.

@ So Boerd: Naval movement is detailed in the ships section. Quite simply, since all ships are oared galleys, the size of the ship makes little difference if the proper number of men are rowing it, so all ships will travel at the same speed. I may change this, because I also need to decide how long it will take to build a new ship.

Was busy this morning with a doctor's appointment, and now I got to get ready for work, so fooey. Hopefully I'll have enough energy when I get back to make necessary updates and finish listing which fiefs are where. Thank goodness I have Friday off.
Just to let everyone know, trade routes occur naturally between every town. Trade routes only don't occur if one lord embargos another, or if the trade route of two Wretched towns has their trade route raided four seasons in a row. However, you can sponsor a royal caravan to accrue income from every town visited, which is probably more what you guys had in mind. Forgive me if this is already what you were talking about.

@ Outcast: Light blue is Nexerus's land, silly. The giants are to the east, off the map. You'll still be attacked by them, but you don't share a direct border with their land.

As for fief locations, I did the best I could to organize the fiefs properly. I know how a plan can get ruined by not getting the kind of location you wanted. For that, I apologize.

EDIT: For a simple way to get a vassals army, just take all the troops you already have, and divide them as equally as possible between them. All the troops the Lords could not possibly afford on their own go to you.
FortunesFaded said
Oh, nice map! I see I'm at the western tip :)A question, this puts me well in range of the Bogans, even though I didn't put them down as an optional concern. Does that mean they'll simply avoid me and attack the other coastal fiefs?Edit: Also, doesn't Lundland kinda look like an armless person lying on the ground trying to drink the ocean?


That's exactly what that means, yes.

And now I can't unsee. What have you done?!

EDIT: Need to go to work, so I leave you guys with a rules update. Prices for mercenaries have been slashed across the board (save for the Ordained), but bullis from trade routes (and subsequently tariffs) have been reduced significantly. Will finish the map/courts for main npc factions tonight. From there, I can get up the first IC post perhaps tomorrow, or rules for player mercs. Whichever comes first.


Unfortunately, Theo hasn't gotten back about the map. For now, this will have to do. If you're wondering about the numbers, they are going to be the number assigned to the fief, since there wasn't enough room to write each name on the map. They are organized by the order in which the player got added to the accepted list.

Attolia - Light Green

1. Attolia ( House Wolff )
2. Ridgewood ( House Wolff )
3. Fort Aegis ( House Wolff )
4. Greyhaven ( House Wolff )
5. Concord ( House Wolff )
6. Faxton ( House Wolff )
7. Abel ( House Abel )
8. Peston ( House Abel )
9. Westfield ( House Westfield )
10. Seval ( House Abel )
11. Dawn ( House Westfield )
12. Faxton ( House Wolff )

Aidhne - Dark Green

13. Aidhne ( House Cétchathach )
14. Coleraine ( House Cétchathach )
15. Kilcullen ( House Cétchathach )
16. Devenish ( House Cétchathach )
17. Granard ( House Cétchathach )
18. Mullins ( House Cétchathach )
19. Roscommon (House Cétchathach )
20. Glendalough ( House au Floinn )
21. Aghade ( House au Floinn )
22. Tallaght ( House Ceridwen )
23. Fenagh ( House au Floinn )
24. Tuam ( House Ceridwen )

Montague - Purple

25. Victoria ( House Montague )
26. Antoinette ( House Montague )
27. Angelina ( House Montague )
28. Alexandria ( House Alexandrois )

Vasa - Light Pink

29. Jorvik ( House Vasa )
30. Suthreyjar ( House Vasa )
31. Moen ( House Vasa )
32. Northreyjar ( House Argyll )
33. Orkneyjar ( House Argyll )
34. Dyflinn ( House Lilla )

Pelataria - Blue

35. Pelataria ( House Cole )
36. Centreport ( House Aldran )

The Vale - Dark Gray

37. The Vale ( House Dryden )
38. Hainaut ( House Tueuroi )
39. Dyrford ( House Dryden )
40. Talbout ( House Tueuroi )
41. Aquila ( House Dryden )
42. Quiven ( House Dryden )
43. Pith ( House Dryden )
44. Merica ( House Dryden )
45. Nantes ( House Dryden )
46. Rothus ( House Tillid )

Harvestar - Yellow

47. Kaldur ( House Harvestar )
48. Icemark ( House Harvestar )
49. Goliath ( House Harvestar )
50. Westwatch ( House Harvestar )
51. Northwood ( House Summer )
52. Deep Lake ( House Summer )
53. Hallasholm ( House Hunter )

Wealas - Orange

54. Dyfed ( House Argall )
55. Elfael ( House Argall )
56. Gwynedd ( House Argall )
57. Gwyr ( House Argall )
58. Arwystli ( House Argall )
59. Erging ( House Argall )
60. Cardyff ( House Godswine )
61. Teigengl ( House Argall )
62. Seisyllwg ( House Argall )
63. Powys ( House Godswine )
64. Rhos ( House Godswine )
65. Buellt ( House Godswine )
66. Ceredigion ( House Godswine )
67. Gwent ( House Godswine )

Osgar - Teal

68. Ecefrodstien ( House Bernaccia )
69. Làidirgrûn ( House Bernaccia )
70. Ballweard ( House Bernaccia )
71.. Rytael ( House Osgar )
72. Hebban ( House Osgar )
73. Mayorlage ( House Osgar )
74. Muinntirtreun ( House Osgar )

Volhynia - Light Gray

75. #6 ( House Moskewitz )
76. #8 ( House Moskewtiz )
77. #3 ( House Pajari )
78. #5 ( House Pajari )
79. #10 ( House Moskewtiz )
80. #1 ( House Rurikovich )
81. #2 ( House Rurikovich )
82, #4 ( House Rurikovich )
83. #7 ( House Rurikovich )
84. #9 ( House Rurikovich )
85. #11 ( House Rurikovich )
86. #12 ( House Rurikovich )

Overlord - Red

87. Trischland ( House Trisch )
88. Falkwreath Country ( House Trisch )
89. Falkwreath Township ( House Trisch )
90. Everfallow ( House Trisch )

Church - Magenta

91. Bernwick ( The Archbishop )
92. Granton ( The Archbishop )
93. Upderry ( The Archbishop )
94. Lowderry ( Bishop of Lowderry )
95. Sunnyglade ( Bishop of Sunnyglade )
96. Whitepeak ( Bishop of Whitepeak )
97. Daisyfield ( Bishop of Daisyfield )
98. Luke Church ( Bishop of Luke Church )
Sovi3t said
Flooby, when you have time post the edited NS for my merc group please?


I've been busy with other things pertaining to the RP today. Still need to type out the courts for the Overlord/Church lands, send out Mouseking's vassals, and make a map in case Theo goes AWOL. I know I said I would start on it, but it's not like I can just make a few edits to the current creation process. Allowing for mercenaries groups will require whole new mechanics for mercenary camp settlements, and the creation cost will have to scale to the points players would otherwise have for creating lords.

I've already got ideas on how it will work, but it would be irresponsible of me to ignore things important to the NRP's core function to work on player mercenaries. If I get everything I want done today, then I'll hop to it, but I can't say I'll have it completely finished tonight.
Toaw said
I have a question, if someone was to declare a war against the ruler of Lundland, whether it be for the throne, or just more territory, would the other players, since they are also vassals, have a noble obligation to protect, and defend him, and if so can we decline, and what happens if we do?


To help with your question, I'll talk about vassals first.

As a vassal of the realm, you are sworn to provide all the men you can muster to the aid of your liege lord in times of war, to uphold the claim of his legitimate heir to rule, and to not act with aggression toward him, or any of your fellow vassals. You are only allowed make war with another vassal unless a legitimate de jure conflict occurs between you. Beyond that, you have no other responsibilities to your liege. Your liege's responsibilities to you are to protect you from unlawful aggression both foreign and within the realm, and to ensure your rights as a sovereign of the realm.

That's what's on paper, anyhow, but even those minimal responsibilities can become complex enough to provide an excuse for not accomplishing them. If your liege didn't protect you when a foreign threat came, he violated one of his duties to you, and you need not serve him until he answers this redress. If two heirs to the throne have equal claims to it, how can you be expected to uphold them both? If you have a document that claims your third cousin twice removed once happened to have promised to rescind control of a fief belonging to another vassal's House 50 years ago, would you be in the wrong for attempting to assert that claim?

To answer your questions; yes, but since your king has fallen into a depression so deep he can't even be assed to save his own skin, there will be little consequence to not helping him, unless he recovers, manages to drive off the host that is currently laying waste to his land, and ask you to answer for your breach of feudal contract, or if someone else takes the throne and does the same.
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