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Posted: Fri Sep 16, 2011 11:47 pm
Here is where events are posted. Combat too. You know, in case you didn't guess that already. mrgreen
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Posted: Sat Sep 17, 2011 12:27 am
The Magyars Feared throughout Europe, the Magyars have brought destruction as far west as Iberia and as far east as Constantinople. Starting in the Carpathian Basin, raiding parties regularly leave during the spring and summer, hoping to return to their tribesmen with riches and plunder stolen from the Frankish kingdoms. RulesRaiding parties are generated at the beginning of non-winter turns and have two stats: The chance of advancing after a raid (out of 6) and their strength. Once generated, each raiding party spawns in Carinthia (1-3), Bavaria (4-5) or Thuringia (6). When it arrives in a duchy, the party rolls to determine if it continues north or west to a random neighboring duchy until it either passes through Germany or is disbanded in the winter. If it ends the turn in the duchy, combat is automatically initiated. Even if it does advance, there is still a 1/2 chance that combat is initiated as it leaves. Combat takes place using special rules. A raiding party's strength counts as its available and spent value, but the defending realm's available value is always worth half, even if it spent value. Prestige is ignored, and only losses lasting longer than one winter are applied to the raiding party.RollsAll raid generation rolls receive -1. The number of raids is halved. Number of Raids: (5-1)/2 = 2 Raiding Parties are CreatedRaiding Parties: [(5-1)/2,5-1] [(4-1)/2,3-1] = [2,4], [2,2]Starting Location: 3,3 Both parties start in CarinthiaRaiding Party #1Advance Roll: 5/4; The raiding party remains in Carinthia.Carinthia is already in chaos; no battle occurs.Raiding Party #2Advance Roll: 1/2; The raiding party advances to Bavaria.Carinthia is already in chaos; no battle occurs.Advance Roll: 4/2; The raiding party remains in Bavaria.Combat Roll w/ +0 modifier for Magyar: 1 Bavarian VictoryPost-Combat Roll: 6,6 No EffectAlthough still suffering as a result of recent battles, one larger raiding party and another smaller one still advance into Germany during the spring. While the first stays in Carinthia, the second scouts ahead into Bavaria, keeping its distance from any towns as it attempts to judge the enemy's strength.
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Posted: Mon Sep 19, 2011 6:52 pm
The Death of Radulf The death of Duke Radulf of Lotharingia, in addition to leaving the royal crown unclaimed, also left a vacuum in Lotharingia. While the Count of Hainaut and Hesbaye was by far the strongest count, he still was very young and did not hold the kind of unrivaled superiority over his fellow vassals that are needed to ensure authority over a land as large as Lotharingia. Although gaining support of his neighboring counts, the lands to the south have elected a duke of their own, making the future of Lotharingia at best uncertain. Lotharingia is split into Upper and Lower Lotharingia.Ralph is crowned Duke of Lower Lotharingia and may do one of the following (post in information):- Allow Upper Lotharingia to remain independent. - Pursue an united Lotharingia.
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Posted: Mon Sep 19, 2011 8:35 pm
The Death of Radulf: Part 2 The young Count of Hainaut has decided that Lotharingia is indivisible in spite of the wishes of whatever upstart count in the south had decided to proclaim otherwise. As the rightfully elected Duke of Lotharingia, he leads an army south to enforce his authority. The Fate of LotharingiaHalf of Lotharingia's value is spent on the civil war.+3 [Lotharingia is Reunited with +1 Authority and Value] +2 [Lotharingia is Reunited with +1 Authority] +1 [Lotharingia is Reunited] .-1 [Lotharingia is Reunited with -1 Authority] .-2 [Lotharingia is Reunited with -1 Authority and Value] .-3 [Failure. Upper Lotharingia becomes a part of West Francia.] A +2 is rolled. Lotharingia is reunited swiftly under the new duke. His quick victory and new allies appointed to rule over the south of Lotharingia have helped cement his new rule. [Lotharingia is Reunited with +1 Authority]
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Posted: Fri Sep 23, 2011 6:51 pm
The Magyars Feared throughout Europe, the Magyars have brought destruction as far west as Iberia and as far east as Constantinople. Starting in the Carpathian Basin, raiding parties regularly leave during the spring and summer, hoping to return to their tribesmen with riches and plunder stolen from the Frankish kingdoms. Raiding parties are generated at the beginning of non-winter turns and have two stats: The chance of advancing after a raid (out of 6) and their strength. Once generated, each raiding party spawns in Carinthia (1-3), Bavaria (4-5) or Thuringia (6). When it arrives in a duchy, the party rolls to determine if it continues north or west to a random neighboring duchy until it either passes through Germany or is disbanded in the winter. If it ends the turn in the duchy, combat is automatically initiated. Even if it does advance, there is still a 1/2 chance that combat is initiated as it leaves. Combat takes place using special rules. A raiding party's strength counts as its available and spent value, but the defending realm's available value is always worth half, even if it spent value. Only losses lasting longer than one winter are applied to the raiding party.RollsAll raid generation rolls receive -1. The number of raids is halved. Number of Raids: (4-1)/2 = 2 Raiding Parties are CreatedRaiding Parties: [(5-1)/2,1-1] [(6-1)/2,6-1] = [2,0], [3,5](The party with no strength is disbanded.)Starting Location: 3 CarinthiaRaiding Party #1 : Carinthia [2,4] Advance Roll: 1,-,-; The party advances to Bavaria. Carinthia is already in chaos; no battle occurs.Advance Roll: 1,4,4; The party advances to Franconia, leaving without a battle.Advance Roll: 3,5,-; The party advances to Saxony. NPC Franconia is spared.Advance Roll: 2,-,1 The party advances to Lotharingia, raiding Saxon villages as they leave.Combat w/ +0 for Magyar: 6; Magyar VictoryPost-Combat: 3,2 Magyar strength reduced to 3; Saxony loses 1/1/1/1.Advance Roll: 3,-,2; The party advances out of Germany, raiding Lotharingian villages as the leave.Combat w/ +0 for Magyar: 4,4,2; Narrow Lotharingian VictoryPost-Combat: 4,6 No losses.Raiding Party #2 : Bavaria [2,2] Advance Roll: 1,4,5; The party advances to Franconia, leaving without a battle.Advance Roll: 2,-,3; The party advances to Lotharingia. NPC Franconia is spared.Advance Roll: 5 The party remains, looting Lotharingian lands.Combat w/ +0 for Magyar: 6; Magyar VictoryPost-Combat: 4,1: Magyars unharmed; Lotharingia loses 0/0/1/1.
Raiding Party #3 : Carinthia [3,5] Advance Roll: 1,-,-; The party advances to Bavaria. Carinthia is already in chaos; no battle occurs.
Advance Roll: 3,1,5; The party advances into Swabia, leaving without a battle.
Advance Roll: 6 The party remains, looting Swabian lands. Combat w/ +0 for Magyar: 4,6; Narrow Magyar Victory Post-Combat: 6,2; Magyars unharmed; Swabians lose 2/1/1/1.
The large party that had sat in Carinthia suddenly bursts through Bavaria and moves north to Saxony. Keeping to the outskirts of civilization at first, in Saxony it begins looting in earnest, laying waste to the small forces rallied against it in the duke's absence. As quickly as it arrived, the barbarians leave, heading west through Lotharingia where the tired party manages to avoid conflict. Leading the first party into the edges of Franconia, the smaller party breaks off and heads into Lotharingia, looting the duchy as the larger party passes through. Meanwhile, a new party bursts through Bavaria into Swabia, bringing ruin to Germany's south as well. Of the major duchies, only Bavaria was spared the wrath of the Magyars.
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