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Game Rules v1.0
Topic Started: Jan 31 2011, 01:47 AM (371 Views)
umne
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Tales of Atavia

List of Contents

1. General Information
1.1. The King
1.2. Lords of Atavia
1.3. Managing an Estate
1.4. Estate Buildings
1.5. Questing

2. Military
2.1. Men-at-Arms
2.2. Keeps and Towers
Edited by umne, Feb 1 2011, 04:46 PM.
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umne
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General Information

1.1 The King

The Realm of Atavia had been formed through many hardships, trials and through the might of conquest and the establishment of peace. It is the duty of the King to maintain his Kingdom, defend it from the troubles that surround it and to see that it grows and prospers. The King is a critical role that has to not only manage dealing with the outside world, but also has to maintain his lords and the population of the Kingdom. The King must either choose to rule with an iron fist with his own household and the wealth of his personal fiefs, or to borrow power to deal with the threats the beset the kingdom from all sides. The King must play a delicate game politics as the lords of the realm may not be so eager to send aid.

The King has two major roles that he must play. The first is the management of the Kingdom. The King manages the Kingdom by collecting taxes, providings for its defense, and promote the general prosperity of the country. The King is responsible for the survival of the Kingdom, should he not be capable then he may have to extend powers to his nobility if he is unable to do it alone. The King must balance his desires and plans with the demands of his nobility to ensure that the Kingdom continues to thrive.

Secondly the King is responsible for the managing of his nobility. As players register their lords, it is the King's decision to grant them their title and their fiefs. The King determines which land belongs to which lord, so it is important to win favor from the King or ally with others who share a similar resentment. As territories are expanded the King must grant new fiefs to the lords as well. The King also will determine which of his nobility will participate in certain conflicts and quests.

1.2 Lords of Atavia

The Lords of Atavia are critical to the running of the Kingdom. It is from the nobility that the King is able maintain and hold power against all the darkness that surrounds the Kingdom. Players will create a profile for their lord, and it is the decision of the King to grant him title and fiefs. Throughout the game players will be "promoted" and "demoted" depending on their favor with the King. While the King is able to say that a particular noble has lost title and fiefs, the Lord may challenge if he feels bold enough to do so. Lords are also able to take fiefs from one another, in fact it is not uncommon for the nobility to fight amongst themselves for more power.

There are four ranks among the landed lords and one that is not landed, ranked from highest to lowest: Duke, Count, Viscount, Baron and Moff(Unlanded). Each rank in the peerage does not only provide prestige and glory, but it also represents the responsibility the Lord has to the Kingdom. The title that your lord holds is very important as it determines how much Honor(explained later) a lord will get annually. Dukes earn 20 Honor annually, Counts earn 15 Honor, Viscounts earn 10 Honor, and Barons and Moffs earn 5 Honor.

1.3 Managing an Estate

Estate is the general term for the collection of fiefs a lord or the King owns personally. All Lords and the King will manage their estate the same way, with the exception of Moffs who do not have estates. A Lord's estate is how the lord is able to generate income and Honor, however managing an estate requires many vassals to oversee the territory, manage the land, and to protect it and the serfs from harm. The two values that are critical to managing an estate are Honor and Wealth, and they both must be managed carefully for the land to thrive.

Honor is a value that is generated in a few ways, the first way to generate Honor is through a lord's title. The second way to generate Honor is that some buildings will provide Honor in addition to or instead of Wealth. The third way is through questing and role playing, these values will vary depending on such actions and involvement in quests. Honor is a critical value because it is what allows a Lord or the King to have Knights, each Knight costing 25 Honor. Once a Knight has joined the service of a lord he is there indefinitely until killed in battle, or by another lord. There are two categories for Knights, the First is a Knight Marshal. A Knight Marshal is important to the military power of a Lord, as you may only raise soldiers through them. Each Knight Marshal allows for the recruiting of 15 Men-at-Arms, if a Knight should die then those Men-at-Arms are automatically disbanded. The second class of Knight is the Knight Warden. The Knight Warden does not raise men-at-arms, but a Knight Warden is required to build buildings within your fiefs. Each building requires a Knight Warden to operate and maintain its security. It is important to note that the King also abides by these rules, the King has a base Value of 200 Honor annually, however the King loses that Honor as he bestows his lords with it.

Wealth is a value that is generated by buildings that are constructed within fiefs. Each fief can only hold a 3 types of buildings. Wealth is represented by how many Gold Marks it generates. Meaning if a building generates 100 Gold Marks, that is how many the Lord will get annually from that building. Different buildings will generate different values of Wealth, but they may also provide Honor or other bonuses. Each building, and the subsequent upgrading of that building requires the presence of a Knight Warden. This means that if you are on the third rank of a building you will need three Knight Wardens for that particular building. The King is also able to construct buildings within his personal fiefs and the same rules apply, however the King is able to generate Wealth another way. The King may levy taxes on the lords in order to supplement the income he does not generate by not owning many fiefs. The tax rate is set by the King, and is paid by the nobility. A lord may choose not to pay taxes at his own risk.

Moffs do not have fiefs, but they are still subject to the same rules concerning estates. They may still recruit Knights if they have the right amount of Honor. However, they are at the mercy of other Lords or the King when it comes to placing them. Knight Marshals need places to stay and must reside in another lord's fief, the same goes with the Knight Wardens. Moffs may still construct buildings, but unfortunately the three building per fief rule still applies and a Moff must make arrangements with the Lord who owns the fief if they wish to construct buildings there. If a Moff is eventually granted land, his Knights may follow him. However, buildings do not transfer and must be left in the fief they were built in again arrangements must be made with that particular Lord. Moffs gain 250 Gold Marks per turn for their title, once they are given a fief they will lose that base income.

1.4 Estate Buildings

Each fief may hold up to three buildings, so it is important to manage which buildings you would like to have in your holdings. It is possible to upgrade your current buildings simply by multiplying the base cost by the rank of the building you wish. For example a rank 2 granary will cost 900 Gold Marks, take 2 turns, and generate 200 Gold Marks. You must first purchase the first preceding rank, and go up rank by rank you may not skip rank upgrades. There are no limits to ranks.

Some buildings require another to be built. It does not matter which fief the prerequisite building is in, so long as it is within your own holdings. Only one building may be built for each prerequisite building you have, for example if you have one Iron Mine you may only build one type of smithy, you will either need more Iron Mines. Each rank of building you have counts as an additional building, for example if you have a Rank 2 Iron Mine it counts as though you have two Iron Mines and can build another smithy. This is also the same for consumption, a Rank 2 Smithy will require a Rank 2 Iron Mine or two iron mines etc etc. It is possible to trade for those resources generated from prerequisite buildings, if you have excess slots available you may sell them to other players. For Example if you have a Rank 3 Iron Mine and only one Rank 1 Smithy you may trade your excess iron to other players.

Granary: 450 Gold Marks to build, One turn to construct, generates 100 Gold Marks per turn.
Stock Pens: 650 Gold Marks to build, One turn to construct, generates 200 Gold Marks per turn, allows training of Mounted Men-at-Arms.
Vineyard: 1,000 Gold Marks to build, Two turns to construct, generates 250 Gold Marks per turn.

Weaving Cottage: 450 Gold Marks to build, One turn to construct, generates 150 Gold Marks per turn, requires stock pens.
Tanning Cottage: 500 Gold Marks to build, One turn to construct, generates 100 Gold Marks per turn, provides +0.5 to combat rolls, requires stock pens.
Wine Press: 750 Gold Marks to build, One turn to construct, generates 200 Gold Marks per turn, provides 1 Honor per turn, requires Vineyard.

Timber Yard: 450 Gold Marks to build, One turn to construct, generates 100 Gold Marks per turn.
Iron Mine: 1,250 Gold Marks to build, Two turns to construct, generates 150 Gold Marks per turn.
Stone Quarry: 1,250 Gold Marks to build, Two turns to construct, generates 150 Gold Marks per turn.

Weapon Smithy: 800 Gold Marks to build, one turn to construct, generates 100 Gold Marks per turn, provides +1 to combat rolls, requires Iron Mine.
Armor Smithy: 800 Gold Marks to build, one turn to construct, generates 100 Gold Marks per turn, provides +1 to combat rolls, requires Iron Mine.
Mason's Guild: 1,250 Gold Marks to build, one turn to construct, generates 150 Gold Marks per turn, provides +5 to keep defense, requires Stone Quarry.
Stables: 1,500 Gold Marks to build, one turn to construct, generates 200 Gold Marks per turn, allows training of Esquires, requires Stock Pens.

Temple: 2,500 Gold Marks to build, three turns to construct, generates 150 Gold Marks per turn, provides 5 Honor per turn, requires Mason's Guild.
Arena: 2,500 Gold Marks to build, three turns to construct, generates 150 Gold Marks per turn, provides 5 Honor per turn, requires Weapon Smithy.
Great Hall: 2,500 Gold Marks to build, three turns to construct, generates 150 Gold Marks per turn, provides 5 Honor per turn, requires Armor Smithy.
Theater: 2,000 Gold Marks to build, three turns to construct, generates 100 Gold Marks per turn, provides 3 Honor per turn, requires Wine Press.


1.5 Questing`

Questing is a very important aspect within the game. Apart from scheming against fellow Lords or against the King, players will interact with the environment that surrounds the realm. Quests will come in a variety of forms, and will more often than not require a group of lords or their knights to go out beyond the borders of the realm to achieve some tasks. These quests may be short or long, and do not fall into the regular time table of the game. Quests will reward those who go on them with Honor, some money, and items which can give various bonuses. It is possible to go on these quests and lose Honor and such as well.

Other events happen as well that are not particularly quests but require considerable amounts of role playing as well. These may include an invasion of the country from outside forces. It is up to the King which Lords he sends out to complete those tasks, and may chose to take any prize that is returned. Questing is very important for lords that are unable to generate Honor through other means, so it is best to gain the favor of the King so he may assign you to those tasks.
Edited by umne, Feb 4 2011, 02:25 AM.
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umne
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Military

2.1 Men-at-Arms

Men-at-Arms are the backbone of your military strength. These men are individuals who have service with a knight, most of the times they are on foot but can also be mounted if necessary. It is the responsibility for the lord to train and equip those men with all the means he has. Each Knight Marshal is able to host 15 Men-at-Arms, and the Lord himself is able to host 50, and the King is able to host 100 without the need of additional knights.

Militia: The basic fighting man-at-arms, well trained but armed with spears and no armor. 10 Gold Marks Training, 1 Gold Mark Upkeep.
Footman: A well trained soldier that fights on foot and can be considered the standard, they are equipped with a variety of weapons and wear chain. 15 Gold Marks Training, 2 Gold Marks Upkeep
Archer: A very well trained soldier in the art of using a bow and arrows. 15 Gold Marks Training, 3 Gold Marks Upkeep
Guard: These men are the best trained, most loyal and best armed soldiers a Lord may have: 20 Gold Marks Training, 5 Gold Marks Upkeep.

Mounted Man-at-Arms: A well trained soldier that fights on horse back, equivalent to a footman in terms of gear. 30 Gold Marks Training, 10 Gold Marks Upkeep. Requires Stock Pens.
Esquire: Almost equivalent to Knights in terms of wealth and armaments, these are fearsome warriors: 50 Gold Marks Training, 15 Gold Marks Upkeep. Requires Stables.

2.2 Castles

Castles are the defensive positions within territories. Each fief may have one castle built within it, in order to take control of one the fiefs you must take the castle. Fiefs without castles are taken as soon as the defending army has been defeated. Castles are based on ranks and there is no cap on the rank of the castle. Castles have to be built one rank at a time, it is not possible to skip ranks. The price, build time and upkeep of a castle is multiplied by the rank, but its defensive bonus only increases by +10 per rank.

Base Castle Price: 1,000 Gold Marks construction, 50 Gold Marks upkeep, two turns construction, +10 defensive modifier.
Edited by umne, Feb 4 2011, 02:26 AM.
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