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Dispatch → Bulletin → Policy
Roleplay Rules: The Great North Roleplay/Map
Roleplay Title: "The Rising Kingdoms"
Setting and Premise
Following the collapse of the Southern Kingdom, the Great North stands united under King Ellenburg. Now, noble houses compete for influence, manage their fiefdoms, negotiate alliances, and guard against threats both within and outside the kingdom. In this dynamic landscape, each house has its ambitions, rivalries, and secrets, striving to shape the future of the Great North.
Players will assume the roles of noble Lords, Lesser Lords, and Council members, each with their own territories, resources, and goals. The RP is governed by events, quests, and council decisions, with new threats and opportunities emerging regularly.
Roleplay Structure
Primary Roles
King Ellenburg: The absolute monarch, able to decree major changes, summon moots, and assign tasks.
Council Members: Each Council member oversees a specific aspect of the kingdom (e.g., military, diplomacy, trade). Council members can assign quests, oversee events, and make decisions that impact all houses.
Lords and Lesser Lords: Each Lord manages a fiefdom, competing or cooperating with others to advance their house’s interests, expand territory, and accumulate influence. Lesser Lords may petition for full Lordship through demonstrations of loyalty, service, or influence.
Roleplay Activities
Territorial Management: Lords control resources, gather armies, and govern people. Their choices can affect their house’s prosperity, influence, and military strength.
Council Moots: The Council meets regularly to address threats, pass laws, and resolve disputes. Moots are roleplayed and moderated by the Council members.
Quests and Events: Randomized and structured quests will be issued (by the Council or King) to keep the narrative engaging, such as military skirmishes, diplomatic missions, festivals, and tournaments.
Alliances and Rivalries: Houses are encouraged to form alliances or feud, creating a rich, dynamic environment for storytelling.
Roleplay Rules
1. General Roleplay Etiquette
Respectful Interaction: OOC (Out-of-Character) respect is expected. Personal attacks are not tolerated, though in-character rivalries and banter are encouraged.
Turn-Based Actions: Give others time to respond before moving a plot point forward.
Quality Over Quantity: Quality posts, with clear narrative and purpose, are preferred over long-winded responses.
2. Combat Rules
Simple Combat Mechanic: Combat follows a turn-based system using a simple dice-roll mechanic (such as a 1-20 outcome) where each number represents a potential action outcome. Higher rolls mean more favorable results.
Tactical Superiority: In battles involving multiple houses, the outcome can be influenced by the tactics or resources chosen (e.g., a well-equipped army may have a bonus to their dice roll).
Combat Mediation: If disagreements arise, a Council member mediates or calls for a re-roll.
3. Resource Management
Fiefdom Economy: Each Lord has resources based on the size and type of their fiefdom (e.g., coastal lords have access to fish, inland lords to timber).
Trading: Resources can be traded between houses or with foreign regions through diplomatic missions. Trading rules, if applicable, will be managed by the Chancery.
Resource Impact: Resources impact a house’s strength, influence, and prosperity. Accumulating wealth can provide advantages in building alliances, influencing council votes, or enhancing military forces.
4. Council Moots
Frequency: Moots occur once a week and are moderated by the Grand Vizier.
Voting: Only full Lords may vote in moots. A simple majority is needed for most decisions; however, critical decisions (such as passing laws or large-scale military action) require a two-thirds majority.
Proposal Rights: Any Lord may propose new laws or amendments. The Baron is responsible for holding the vote after a proposal is made.
Respect for Process: Lords must honor the decision of the moot, even if they disagree, to maintain order.
5. Questing and Events
Initiation: Events can be initiated by the King, Council members, or community moderators. Each quest has specific objectives, rules, and outcomes.
Participation: Any Lord or Lesser Lord may join a quest, and they may recruit allies if they wish.
Rewards: Completing quests may grant rewards, such as influence, resources, or military advantage, based on the outcome.
Random Events: Random events (such as weather changes or bandit attacks) may occur and affect multiple houses. These are intended to add unexpected challenges or advantages.
6. Diplomacy and Alliances
Alliances: Lords may form alliances with one another, establish protectorates, or even wage covert wars (with Council oversight).
Role of the Chancery: Oversees diplomatic relations with external regions, negotiates treaties, and presents them to the Northern Council for ratification.
Treaties: Only the King or Chancery may formally sign treaties, though all Lords can lobby and influence diplomatic choices.
Examples of Events and Quests
The Border Conflict: Rumors spread of a Southern Lord encroaching on the northern border, building a fort. The King calls upon Lords to investigate and, if necessary, defend the realm.
Roleplay Moderation
Council Members as Moderators: Council members may oversee RP events, ensure fair play, and resolve disputes.
King Ellenburg’s Decrees: King Ellenburg (the Founder) has the final say on any contested issue or rule.
Event Participation Limits: To maintain pacing, each Lord may only participate in one major event at a time unless otherwise specified.