Showing posts with label ROMAN. Show all posts
Showing posts with label ROMAN. Show all posts

Monday, June 25, 2018

On Fortifications - DE MUNITIONIBUS CASTRORUM part 1

17-01-12 On Fortifications

1. Nunc papilonum tensionem cohortium supra scriptarum ostendimus. Papilio unus occupat pedes X, accipit incrementum tensurae pedes II, tegit homines VIII. Plena centuria habet milites LXXX; erunt papiliones X, qui occurunt in longitudine pedum CXX. Nam quod ad latitudinem hemistrigii pedum XXX attinet, papilioni dantur pedes X, armis pedes V, iumentis pedes IX, fiunt pedes XXIV. Hoc bis, XLVIII, cum praetendunt, efficitur striga pedum LX, reliqui pedes XII, qui conversantibus spatio sufficient. Haec pedatura ad plenas legionis [centurias] est compulata. Ex quibus in vigiliis singulis [quaterni] erunt, et non plus quam octonos papiliones singulae tendunt. Ita fit, ut centurio eorum in eadem pedatura eorum papilionum tensionem alioquin plus dari oportuisset.

1 Squad Tent will be described as follows: A squad tent takes up a 10 feet (by 5 feet), 2 feet gap of space; but it covers men 8. A full Century of 80 soldiers; (they) will need 10 squad tents, which will make a length of 120 feet. For as far as 30 feet wide hemistrigii regards the pavilion are 10 feet, 5 feet for arms, for cattle 9 feet, 24 feet are done. This twice is 48ft, So when they layout it is a total of 60 feet, 12 feet, which should be space sufficient. These layouted with the full legion [companies] in mind. Each of these to watch, [four] 8 Squads out of 10 will pitch tents in any given time, while the other 2 squads stand guard. The Centurion must choose where to place his tent relative to his company.

Summary:
Papilonum. Tent.
12ft  Total Width and 14ft Long.
10ft x 14ft (14sqm)
That means 8 men have sleep compact in a bundle of 3.5ft x 6ft overlapping their feet.
4 sections of two men with their feet or tops overlapping by 1ft. .
1ft each side for the Stakes and Pitching.
Contubernium / Squad of 8 men.
12ft x 30ft Strip.
12ft x 16ft for Area.
12ft x 5ft (6sqm) for Weapons
12ft x 9ft (10sqm) for Pack Animals
Holds Space for 8 men.
Strip of Century:
120ft x 30ft for Century.
Two centuries are side by side by their shortest side (30ft).

Thursday, May 5, 2011

Continuing Free Low-Tech Service Delivery

Hello to those who still manage to find this blog. Sorry but I will not able to update this regularly. All GM tools i will be developing related to Low-Tech worlds and setting (defaulting to Historical and Non-Fantasy Fiction) will be part of my own Add-on GURPS Low Tech Worlds book.

The Books' Current Charter:
In order to achieve the goals of the document, there will be material and tools GMs can easily draw from to populate and develop their Low-Tech worlds. These materials should be able to allow them to provide rich details that take very little time to develop, which are impartial through the use of die rolls, and allow games to escalate natural from micro to macro scopes.

The material will include Character templates of various professions and archetypes common across a wide variety of spectrum of eras and culture. Some of these character templates will also have Economic Templates, like sample assets, like Load Outs (combat load and marching load), domestic assets, and some will have House-hold income statements that give a more detailed look of economic and political relationships. Other than equipment, sample infrastructure can now be created using GURPS 4E Low Tech Companion 1: Kings and Philosophers p.15 Building Monuments to LTC2 Fortifications and LTC3 Buildings and Architecture.

The tools should also have notes on how they are to be used. It should take in to consideration weekly budgets for GM preparations by giving sample schedules in Personal Timeboxing format. It also should give notes regarding how players can participate in the game preparation, increasing the shared game investment to a point where all have a stronger stake in making the game work.

Basically it is a shared content book that is meant to maximize and provide the most usefull examples and tools for Low Tech world building and adventure planning.

Thursday, December 23, 2010

Poll and Byzantine History Podcast

I hope visitors would answer the poll. The eras aren't specifically tied to their emperors or leaders. There are many points in the history of Byzantium that people of great motivation was needed, or sound counsel would have made the story less tragic and more hopeful.

The Podcast of the 12 Byzantine rulers by Lars Brownsworth is a great introduction to the empire, simply because its so easy to fit in a busy schedule.


Friday, December 17, 2010

Sins of the Crusade Genealogy

This is the Sins of the Crusade Genealogy. Looking at the Game of Thrones Genealogies I think I have a lot of work ahead of me to populate it. Even looking at 11C families during the crusades is a head ache.

Medieval Army Sizes Reflection

A player once proposed I use the most optimistic force numbers found in historical sources. This is a pretty big problem especially when there is a tendency for croniclers to multiply the forces of an enemy or someone elses army by 3, 5, 10, 20 and 100 fold.

The most optimistic size of the first crusade force at 1098 is 600,000! (oldenburg p86) lately i've been listening to Kenneth Harl's Era of the crusades and double checking other sources, the biggest force one can assemble in the era was 30,000.

Since According to Harl, the turn of the 11C was when economically comparable the Imperial Roman era 20-30k is one of the largest forces assembled in that era. Note also that Byzantium with TL4 organization is as productive as Europe with their TL3 Agriculture/Food Production. TL3 food production is 50% greater than TL2 (Roman). It was TL2's organization allowing for greater distribution of metal tools that made their economies equal. If you combined Byzantine TL4 organization and TL3 Economy probably 100% economic output theoretically speaking. 11C to 13C is when centralized bureaucracy and professional meritocratic military were not anymore monopolized by the Romani.

When Saladin finally got Cairo and the wealthiest holdings, his force numbers were at 30,000! This is Cairo, the flood plain cities of the Nile have 3x the output of most Mediterranean cities. I'm not sure if Bagdad was included, but it was a city as Big as Constantinople before the Mongols sacked it. Robert II of Sicily could mount 30,000. So I'm biased to think the wikipedia citation of 30,000 + 5,000 knights for the first crusades.

GURPS wealth after Status 4 or Filthy Rich starts going up in multiples of 10. When you look at the armies of the crusades the differences between Barons (the more complicated hierarchies came after the first crusades, arguably as a result of the crusades) Dukes (Duchies), Princes (Principalities) and Counts (Counties) had army size difference of 50% increments.

Knights meant 1 knight meant 1 mounted horseman and 5-6 footmen. (oldenburg 86)
  • Godfrey 1000 (600 main force, Baldwin 200, and Eustace 200)
  • Raymond IV 1000 (commanders unknown)
  • Robert 1000
  • Robert 700
  • Stephen 700
  • Bohemmon 500 (300 main force, Tancred 200)

This means economies or holdings are 50% bigger than each other. So we begin to notice a problem when Status levels jump at increments of 10, when the most active economic concentrations was at wealth levels of Status 5 to 6.

Tuesday, December 14, 2010

The Sack of Constantinople 1204AD post Mortem

the Sack of Constantinople at 1204ad can be considered the end of the centralized and perpetuating bureaucratic organism that remained since the fall of Rome. The seizing of the most irreplaceable assets of the city, its highly skilled professionals cannot be recreated until the colonial era.

Population before the Sack: 1M to 700k
Gross Annual Income of the Capital: est 50,000 marks (GURPS $32M)
Total Movable Asset Liquidation: est 800,000 marks (GURPS $512M)
Total Technological Assets (in Artisans) siezed:
  • Ship Builders
  • the Byzantine Mint
  • Luxury Textile Industry
  • Weapons Manufacturing Industry
  • Basic Tech Infrastructure Industry
  • Loss of Port Rights to the Genoese and Venetians
  • TL4 Administration destroyed
Special Notes
  • 800 years worth of assets
  • All Tech advantages of the city destroyed, those tied to physical assets transplanted.

4th Crusade
Final total for the Venicians Services 85,000 marks (13.6M english silver pennies; around 1M hyperperions; GURPS $54.4M)

Treated to Service
  • 4,500 Knights
  • 9,000 Squirers
  • 34,000 Infantry with horses
Only less than half attended, creating a huge debt to the Venetians.

useful benchmarks and comparisons:

Constantinople before the Sack of 1204
Wealth Multiplier of x4,000 (Wealth Status V-4.5)
Around GURPS $32M per year
Competence-11
There was a very steep decline after the murder and destruction Comnenian dynasty

Constantinople in its revival under Alexius in 1095
Wealth Multiplier of x 5,000 (Wealth Status V-5)
Competence-13
The empire and resources as a whole is a separate matter.

Constantinople under Justinian
Wealth Multiplier of x 5,000 (Wealth Status V-5)
Competence-15 (Tribonian)
Source:
The Teaching Company: Era of the Crusades by Professor Kenneth Harl

Wednesday, December 1, 2010

e23: GURPS Crusades

e23: GURPS Crusades: "The Crusades lasted nearly two centuries, and their effects are felt to this day. These wars were a time of conflict, an era of secular and religious crisis, and an age of adventure. GURPS Crusades presents all the information you need to bring this exciting period to the gaming table:"

Holy Crap! After checking out the preview right now, I'm buying it.

Update...
This took a while to accumulate but, if anyone is a history buff who wants to play a 1st Crusades Campaign there is very little reason not to anymore.

Harn Manor, Check!



Thursday, November 25, 2010

GURPS Low-Tech in my games

e23: GURPS Low-Tech Its been a while and finally its arived. I'm a month late to hear the news but still a definite buy for me.

I've borrowed some Harn books and will try to learn the system, but will stick to gurps but use the freebie material of Harn.

Tuesday, July 20, 2010

Working on Game Tools

Harn has a manor generation system. Along with my own Historical Sources, I think I can make my own suitable for Villa, Manor, or Fief. This is one of my many projects, and It will take some time to figure out. Previously I had a long bout in GURPS Mass Combat and found some problematic kinks in it. Particularly how economics of the town always fail to bring up the Historical force numbers I keep seeing.

I'm also making my own game system that would suit my simulation tastes. You will see the preliminary notes on it in Gameinthebrain blog where It is beginning to look a bit detailed. I'm planning to talk to the programmers in our company to see how much it would cost to computerize the character creation system I'm proposing. Yep this thing is going to be freaking detailed, even more Detailed then Harn... but not as constricting. The basic principles of the system it to able to define it with current biometric tools and formulas available.

I've been also making a Wilderness Encounter Map generator using tables. Along with it comes a legend for tactical map drawing with white board markers over a tactical hex grid. I will also ask how much that will cost as software.

Sorry for my long absence. I've been consolidating my gaming under effort lately. Something that can apply to my other game systems. The Villa and the Manor creation will be very useful for my 19th Century Spanish-Colonial Philippines setting called Mahadlika. So will the maps and encounter generator. I've noticed realism and creating a way to make more realistic simulationist game tools applies to many real world genres (with some tweeking).

Tuesday, March 9, 2010

Levant aka Modern Jordan, Lebanon, Israel, Palestine, and Syria.

Checking the wiki about each country and using google maps I found out that
  • Israel and Palestine: 22,000 sq km and 350 people per sq km
  • Lebanon: 10,000 sq km and 400 people per sq km
  • Jordan: 92,000 sq km and 63 people per sq km
  • Syria: 185,000 sq km and 110 people per sq km
I broke them down to using Medieval Demographics Made easyl
  • Israel and Palestine: 22,000 sq km and 35 people per sq km
  • Lebanon: 10,000 sq km and 40 people per sq km
  • Jordan: 92,000 sq km and 6 people per sq km
  • Syria: 185,000 sq km and 11 people per sq km
It is interesting to find out that in Roman times Levant had a population of 5M that progressed slowly towards 2M until the time of the Crusades.

I uploaded the map I scanned. I hate how they are inconsistent with each other. As each map features different locations. I have to use AUTO Realm to make my own Crusades Map to include ALL significant locations. Too bad it eats so much ram to import the image for me to trace.

I don't know how long it will take me to make the map (Probably 40 hours). It is an obsession to reconstruct the lost Kingdom of Jerusalem.

BTW I'm getting much of my flavor inspiration from Game of Thrones of GRRM.

Wednesday, March 3, 2010

[Strategikon] War Band of Adventurers

Strategos (Military Rank 8; Status 4)

The General of the Army. Strategos mentioned are Belisarius, and Narses.

Hypo Strategos (Military Rank 7; Status 3)

Second in Command to the strategos, He is the first among the Merarchs and responsible for the center Meros called Promachos.

Merarch (Military Rank 6; Status 3)

Responsible for a Merarch, which consists of 6,000 to 7,000 men. This can vary greatly from 2-3 Moiras. In an Army there are 3 Meros, the left, right and center. A meros is also known as a Durongoi or Division.

Moirarch (Military Rank 5; Status 3)

Responsible for a Moira, which consists of 2,000 to 3,000 men. This can vary greatly from 5 to 10 Tagmas. A Moirarch is also called a Chilliarch, Duke or Dux. An example of a Moirarch or Dux is Eses of the Isaurians.


Tribune (Military Rank 4; Status 3)

Responsible for a Tagma which consists of 300 to 400 men. This can vary greatly from a large 6-8 Pentekons to 3-4 Hekatons. Also known as: Taxiarch, Count, Commitatus or Commes. Tagma is also known as a Banda, Cohort, and Company.

Illarch (Military Rank 3; Status 2)

Second in command of a Tagma, and is first among the Hekatonarchs.

Hekatonarch (Military Rank 3; Status 1)

Responsible for a Hekaton (100 men). He commands 10 Dekarchs and Dekarchies. He is also known as a Centurion.

Pentekontarch (Military Rank 2; Status 1)

Responsible for a Pentekon (50 men). He commands 5 Dekarchs and Dekarchies.

Non-Commissioned Officers:

Dekarch (Military rank 1; Status 0)

Responsible for 9 other men. He commands a Dekarchy which is also known as a Squad or Conteberium. There are 5-10 Dekarchs and Dekarchies in one Tagma.

Pentarch (Military rank 1; Status 0)

Responsible for 4 other men and the vanguard.

There is 1 Pentarch per squad.

Tetrarch (Military rank 1; Status 0)

Responsible for 3 other men and the Rear Guard.

There is 1 Tetrch per squad.

Cape Bearer (Military rank 1; Status 0)

Responsible for welfare of the Tribune, and Tagma Quartermaster.

Flag Bearer (Military rank 1; Status 0)

Responsible for the banner and a place of great honor.

There are 2 Heralds per Tagma, one is the Tribune's banner and the second one is the Illarch's.

Herald (Miltiary rank 1; Status 0)

Responsible managing the morale of the men and communication with the Tribune.

There are 2 Heralds per Tagma.


Adventuring party. The Tagma is one of the best level of military organization for adventuring. Even the name sounds appropriate for adventurers: Band , Cohort, or Companys. There are a diverse amount of roles to be filled in a Tagma as mentioned above:

  • The Commander

  • Second in Command (illarch)

  • Captains (Hekatons)

    • Intelligence Chief (Rec)

    • Vanguard (Heavy)

    • Rear guard

    • Skirmishers

  • Quartermaster (Cape Bearer)

  • Chief Combat Engineer

  • Heralds (Bards and Diplomats)

  • Spies (Enemy Infiltrators and Scouts)


Infantry Dekarchy/Squad Basic Kit $4,898.

  • Wagon $680, carries up to 638/ 680lbs

  • Large Mule $2,000

  • Group Basics $50; 20lbs

  • Axe $50; 4lbs

  • Saw $150; 3lbs

  • Scythe $15; 5lbs

  • Hammer $15; 1lb

  • First Aid Kit $50, 2lbs

  • 2 4-man Tents $300; 60lbs

  • 18 (2 gallon, filed) Cask $324; 313lbs

  • 4 Baskets $40; 4lbs (holds 4 gallons each)

  • 2 Hatchets $30; 2lbs

  • 2 Picks $30; 16lbs

  • 2 Shovels $24; 12lbs

  • 6 Plumbata $120; 6lbs

  • 30 Caltrops $300; 10lbs

  • 360 rations $720; 180lbs

  • 2 Servants $675/ mo.

Cavalry Dekarchy/Squad Basic Kit $77,742.5

added to the basic infantry when for cavalry. This is for 41 horses (11 mules, 20 reserve horses, and 10 in use horses).

  • 10 Wagon $6,800; carries up to 5478/ 6800lbs

  • 10 Large Mule $20,000

  • Feed (41 horses 10 days) $102.5, 2050lbs

  • 28x 15gal-Barrels $840 280lbs.

  • Water 3157lbs (1 day without forage)

  • 20 horses $50,000

  • 8 Servants $2,700/mo.



Strategikon: Teasing out and its Details

The winds have died for my Crusader Era write ups. I'll wait till the winds blow back at them again. Meanwhile.

The translation problems are plenty in the strategikon and history of wars I to VI. Its hard to understand what is being said when the writers don't have paragraph breaks because they trying to save space.

If you look at the History of Wars I to VI, you will notice that it was written in huge blocks of paragraphs. Imagine how it looked like in old parchment or vellum, where the scribes had to compress everything being said. Conversations were not broken up to lines and ideas were not separated by paragraphs, things we take for granted in our medium rich era.

The History of Wars V: The Gothic War part I is a great example of a military campaign for Gamers. I highly recommend reading it. Although, bringing up a richness of detail to the drab writing may require a ton of prior reading about everything else medieval and ancient.

What I can do to fill this blog up with my commentary regarding the History of Wars. Particularly interesting Game-Related pedantry regarding what is going on in the chapters. I've teased carefully

1 Stade = 185m
1 Centenaria = 5lbs of Gold or 7200 Nomismata or 360 Justinian era Solidi or $100,000 in GURPS 2004 dollars. You will notice inconsistencies often, using 1-3C, 6-7C, 9-10C terms. Remember that that scribes had to rewrite these books in different eras when the quality suffered and new leaders came into power with their own generals. So there will be an inconsitency in the terms.

1 bowshot is 300m

I was going back and forth with Strategikon and History of Wars and there was a lot of things that finally made sense to me.

The significant commanders named are typically Tribunes, Counts or Taxiarchs (or in the Latin Comitatus or Company Commander). It is implicit that these guys have with them 300-400 troops or horsemen. So the names mentioned, Constantinus, Bessas, Peranius, Valentius, Magnus, Innocentus, Herodian, Paulus, Demetrius, and Ursicinus are Tributes and their Bands (Banda/Tagma/Cohorts) are assumed to be with them.

Each Tribune has his own entourage. He has with him a number of Hekatonarchs or Captains for every 100 men he has. One of these captains are his second in command and has is own Banner, in case the Tribune falls. The 2nd in command is called an Illarch.

Each Band or Company has 300-400 men. For Cavalry 20% is heavy cavalry, 20% well-equipped horse archers or medium cavalry, and 60% inferior heavy cavalry or light cavalry.

The entourage is composed of the Illarch, the Hekatonarchs, the Cape Bearer (Orderly/Batman or Personal Servant/Steward and counts as the Quartermaster), 2 Scouts (consider them light elements and Intelligence Officer), surveyors (with the baggage, they count as an engineer elements), 2 heralds (public relations officers), 1 servant for every 4 soldiers, 1 mule for every 10 soldiers, 1 baggage guard soldier for every 4 mules, 2 extra horses for every horseman, 1 grooms for every 4 horses.

By my calculations a Bandon (cavalry) of 400 would have: 300 servants, 40 mules, 800 horses, and 40 non combat personel.

GURPS mass combat:
8 Merc. Fine Horse Archer elements $576 (TS 32)
8 Merc. Good Horse Archer elements $432 (TS 24)
8 Merc. Horse Archer elements $288 (TS 16)
16 Merc. Light Cavalry Elements $480k (TS 32)
$1,776k (TS 104)
$888k for TS1776 baggage

For a Tagma (infantry) of 400, that would just be 100 servants, 40 mules, and 40 non-combat personnel. Romans have a ratio of 2/3 heavy infantry to 1/3 medium infantry or bowmen

12 Bowmen elements $96 (TS 24)
8 Good Heavy Infantry elements $96 (TS 42)
18 Heavy Infantry elements $144 (TS 64)
2 light infantry elements $16 (TS 4)
2 Engineers $12 (TS 1)
$364k (TS 135)
$182k for TS364 baggage

Interesting tidbit, Theodatus asked for a bribe of an estate that would be worth 12 centenaria a year. This equates to 1 cenenaria a month or $100,000 a month. At TL 3 it would appear a wealth multiplier of x140 or 50% greater than Filthy rich. If it was GOLD and not "earnings" then converting the earnings would generate a loss of 90% and one would assume a x1,500 wealth multiplier. This makes it more likely he mean, "earnings" and not gold. At x1,500 that would be as wealthy as a Baron with his own armies.

Saturday, January 16, 2010

House Baldwin Territories

House Baldwin. There is a lot of area that makes up the relatively small but significant Kingdom of Jerusalem. In the setting, House Baldwin lived on and the kingdom of Jerusalem became stabilized because of the man power generated by the Latin exodus.

Millions of Europeans tried to escape the Nomad Horde. This increased the capable manpower available for sustaining and establishing the Latin Kingdom. As the population swelled, there was pressure for greater organization and fairer distribution of the limited resources of Palestine.


House Baldwin was in a decline towards the 13C, bowing before more powerful nobles and houses that arrived from the west. It was in the outbreak of civil wars where the house matured into a cohesive middle ground between the European and the Palestinian inhabitants.


Interestingly, the inheritors of House Baldwin legacy are not related by blood to the original line, instead it has become a common practice to adopt capable heirs regardless of blood relation. This is because of the savagery of the civil war, that attempted to unify the fractured lands against the threats of their neighbors as quickly as possible. This meant the soldiers were forgiven, but their masters, the heirs, and families, were punished severely


Instead of organizing it per City or Town, I feel the organization is best achieved through groups of various networks. A group of settlements strategically depend and culturally connected best represent a fiefdom, more precisely than by individual city or town.


There are too many unknown villages that exist within each of these territories to be completely ignored. These villages can serve as the background of so many potential adventures. Characters who are men-at-arms will need these obscure villages as part of their background.


The title has a link of the "Best" map for running this game I have found so far. Looking at my copy of GURPS Fantasy Harkwood inspires me to do a much better job.


Next Up... (hopefully)

Random Village Generator - *(what I want out of a village generator) This should be able to roll up the following: Village main economic produce/role, secondary economic role, power center (religious, military, bureaucratic, noble), condition (wealth, morale), current problem in the minds of the population, current problem of the "power center" (which can be different from the people) and... anything else that will speed up GM improv...


Random NPC Generator - Looking for one online that will do European names (germanic or french).



Principality of Antioch (16 locales)
  • Antioch (town, now city)
  • Albara

  • Marra

  • Apamea

  • Zerdan

  • Artasium

  • St. Simeon

  • Laodicea /Latakieh

  • Gibellum

  • Alexanderetta

  • Castle Biza (oldenbourg p. 312)

  • Castle Athareb (oldenbourg p. 312)

  • Castle Kafartab (oldenbourg p. 312)

  • Artasium

  • Zerdan

  • Artasium

County of Edessa (10 locales)

  • Edessa

  • Ain-Tab

  • Coris

  • Ravendal

  • Madrin

  • Melitene

  • Hisn-Keifa

  • Samosata

  • Turbessel

  • Tulupe

Principality of Damascus (16 locales)

  • Damascus

  • Adratum

  • Bostra

  • Assalt

  • Baalbec / Baalbek

  • Emesa

  • Tadmor

  • Hamah

  • Gadara

  • Homes (oldenbourg p.301)

  • Rasheiya (oldenbourg p.301)

  • Kiswe (oldenbourg p.301)

  • Ezra (oldenbourg p.301)

  • Mazerib (oldenbourg p.301)

  • Bosra (oldenbourg p.301)

  • Jerash (oldenbourg p.301)

Principality of Allepo (6 locales)

  • Allepo (town, now city)
  • Artasium

  • Manby

  • Harran

  • Rakka

  • Shaizar (oldenbourg p.301)

Principality of Armenia (5 locales)

  • Adana

  • Tarsus

  • Tunor

  • Mamistra

  • Marask / Marash

County of Tripoli (10 locales)

  • Tripoli (town, now city)

  • Arqa (oldenbourg p. 375)

  • Margat

  • Tortosa

  • Castle Rouge

  • Bortoun

  • Gibilet

  • Mons Ferandus

  • Chaedes Chaveliers

  • Apelias

Principality of Jerusalem (20/sq km; Pop 420,000) (39 locales)

  • Jerusalem (Pop 12,500)

  • Beirut

  • Sidon

  • Tyre

  • Banias

  • Acre

  • Cesarea

  • Arsuf

  • Jaffa

  • Ibelin

  • Azotus

  • Ascalon

  • Gaza

  • Daron

  • El Arish

  • Kerak of Moab

  • Segor

  • Kerak of Monreal

  • Elim

  • Belfort

  • Toron

  • Montfort

  • Safed

  • Castle Jacob

  • Hattin

  • Tiberias

  • Nazareth

  • Belvoir

  • Baisan

  • Sebaaste

  • Neapolis

  • Maribel

  • Lydd

  • Jerico

  • Ramleh/ Ramla

  • Blanche Garde

  • Bethlehem

  • Hebron

  • Daron



Wednesday, January 13, 2010

A better map of 12C Crusader Palestine

The title is a link to a better resource for the Kingdom of Jerusalem 15C.

4950 Villages
30 towns
6 Cities
1 Capital city

I have to organize them into "districts" where the surrounding lands and their lords follow a chain of command centering to the Town or City. That's around 7 Major districts, and further divides into towns and their surrounding villages.

I came from a lasik evaluation and laser eye correction (reinforcement of my retina walls). So I can't do a lot of reading and writing, because I lost my near sight because of pupil dilation. Its been 7 hours since I left the clinic and the meds haven't worn off yet.

Thursday, January 7, 2010

Kingdom of Jerusalem List

Basically using the guidelines and exel sheet of Medieval Demographics Made easy I'll work with these settlements. Basically for simplicity their major centers and the region is named the same. So the small villages around Jersulem will be simply referred to as Jerusalem. They will have their individual names which is free to be made up since alot of these maps are unreliable and it is an altered history after all.

I have not yet arranged the key fiefs according to their population. I plan to roll randomly what became what, then make up the rest. Since its random I don't have to worry about trying to get it accurate and saves me HOURS researching the actual political power. I'll just base the power structure after I roll up the value of each fief.

Population will be the most key determinant for political power given the era. The map in the link is a nice LOTR-ish map. There are more maps if you use Palestine as a search term and look form maps bigger than 2Mpix. Given a population of +2M I can't possibly make enough NPCs. I'll just have up to the GM rule of 7 key figures (GURPS mysteries) beyond the ones i've already fleshed out in my previous write ups.

To the other GMs out there. If it gets Boring reconsider the amount of time you are budgeting or do it at smaller increments (which go faster). What I'm doing is that I'll just use the exel sheet and bulldoze my way to filling up the Political crap out of these centers. Probably 2 hours TOPS!

Note that because of the climate these "Nation" is very "eastern" with their armor and dress. They wear very light and fight based on endurance and speed.

Major Fiefs
(Cities, Provinces)
  • Jerusalem
  • Acre
  • Tyre
  • Damascus
  • Ascalon
  • Antioch
  • Tripoli
  • Edessa
  • Mosul
  • Beruit
  • Galilee
  • Sidon
Great Fiefs (Towns, Large Settlements)
  • Nazareth
  • Bethel
  • Berea
  • Bethany
  • Bethlehem
  • Hebron
  • Ralma
  • Jaffa
  • Haifa
  • Tiberias
  • Siloh
  • Gaza

Wednesday, January 6, 2010

House Baldwin: The Kingdom of Jerusalem

I've been reading up on the kingdom of Jerusalem. In the Sins of the Crusades, the altered history made for it to be one of the refuge territories when the Golden Horde successfully invaded europe.

Looking at the area, terrain and climate, it is very hard to fit a migrating populace of about 10 million Europeans in the 12C into the territories of Byzantine Empire, Greece, the Balkans, Norman Italy, Palestine, Egypt, and parts of northern Africa.

Anyway, given the tools used in Medieval Demographics made Easy, the many Palestine maps found on the web, and Google Earth it can be a fairly straight forward method of making the kingdom. It would probably take me 4-5 hours (and good internet). Basic Rule- If Its taking me more than 5 mins to research make it up.

typically Palestine occupies 22,000 sq. km but including Mosul region (the eastern region up to parts of the fertile Crecent) I've extended it to 60,000 sq km but with a density of a near Renaissance level of mercantile efficiency average 30-ish per sq km. This is around 2M. I can actually bolster up that population density if Egypt and Persia acted as granaries to feed that city, but that would mean Palestine had to provide some valuable service or product...
... hmmm.. well the can serve as middle men and be the "England" between the two with efficient taxation, a textile industry, and the first to develop a sense of unity as a source of morale will.

that would work I guess. 2M would mean up to a 20,000 standing forces, another 40,000 rotating forces, and up to a maximum 40,000 aditional with levying. Up to 100,000 swords and not counting the baggage of 30,000 (made up by the families and women).

Religion in Sins of The Crusade. The new Roman Empire, revitalized by Empress Anna Comnena and Emperor Bohemon of Tarranto is a theocracy that had no equal. Unlike that of Queen Isabel where the Church and the Kingdom was seperate, this theocracy had the greatest political strategists (Anna and Bohemon) in its conception.

The Golden Horde's invasion of the rest of Europe stamped "God's approval".

The House Baldwin's Palestine was the only remaining Latin Christian people, surrounded by Powerful Theocratic Orthodox Greeks, a form of Islam that has become very non-religious and more enlightened, and some traditional Islam.

Given the events in the setting and Christian Theocracy, Islam had to change. Fundamentalism vs Fundamentalism created two examples that made secularism an attractive choice. The first to change their view were the Hous aDin and their forays into philosophy and critical thinking which recreated the new islam in the setting (basically the early agnostics). Then a few members of House Osman dared to be different and basically became "wild" and truly secular embracing rationality, something their pragmatism of nomad orgins seemed to thrive in.

Its much harder to be a christian Secular when all the political power comes from a Christian theocracy that tries to control how you thought. The only people who were protected against this assault of irrationality are those who had the freedom to think for themselves.

There was also the Logos, the bureaucrats of the setting who carried with them the tradition of Ancient Academies. Although the truly secular Logos were still rare. House Baldwin's Palestine also had secular because of the inherent meritocracy in its efficiency.

Horde in Europe. in the setting, the horde flourished in Europe, but did so slowly because of the severe depopulation. They have began to also move vast amounts of people from their other provinces to repopulate changing the face of the average European (they look like the Steppe People of indeterminate heritage).

The first to be settled is France for their best arable land and climate. Germany and Spain slowly followed. The horde also could have established the most complete link between the East and the West, but at that distance and size bureaucracies and levels of organization cannot maintain contact and eventually broke off as a separate states.

French lands in Mongol Hands, the kind of Cavalry that can come about can defy imagination. The French industries of metal production, the grain production to breed better horses, the size and population able to support more intensely specialized Warrior class and the higher protein content in their diet and access to Imperial Chinese Physicians. These made powerful Horse Archer Knights who were bigger stronger and smarter. A natural check is that they were more fractured because of their relative power and their independence from the rest of the Horde.

In the setting, dealing with these guys are like dealing with monsters. A lot of lesser mooks, but the few elites are more than a match with the heroes.

Friday, October 23, 2009

The Slavers of the Horde

The Slavers of the Horder are men that profit from the enemies of the empire: the horde that had conqured the rest of europe and control most of the north, east and west. The petty kingdoms and clans are formidable but squable often. Those caught in the middle, find their way to Mamon who sell them as valuable slaves a sign of status.

Adventure Hook. A Baron Durand, of House Baldwin's purchased slaves expired unduly. The PCs are caught with the ball in their hands to do something about it. Typically the PCs (who ar lower in status) are obligated to do a favor and not to turn down a request from a lord of their own house. The PCs are given the bodies and given to return them to Mamon Barmuddi.

While at Barmudii's a medicant sister has taken a dwelling near the Manor and has been trading with the serfs for holy fetishes. PCs who talk to her, are told Mamon has not been drawing his stock from the north but from nearby villages. This is not actually true, but has a tendency to get players all riled up.

If the PC ask nearby villages, and presented with the information they will jump to the conclusion that Mamon does so and will plead the PCs to break in and rescue a their missing loved ones.


Mamon Barmuddii,

Age 60, Ht 5'6, Wt. 160lbs
Description:
Note: He is a retainer of Baron Quamar Nahadan of Hous aDin. Mamon, is not a knight, but is a valued retainer for the income and labor he sells to his many clients. Mamon is a slave trader of the bodies from exotic east. His heir, an apprentice and adopted son, Kalil is well groomed to take over his father's business and absolutely loyal and obedient (36yrs; handsome; same stats but -1 to IQ, and all skills).
Role-Playing. He is what PCs will find the most honorable and amicable of men. He sounds like a classical philosopher and wise teacher. Understand that he doesn't see as the people of the steppe as Human.
Note. Slave trade can be very black in white in our modern perspective but in some people and culture it may be very ambigous. Mamon can be a spun to be a liberator, healer, or a scorn to the people of the Horde thus earning a respectable place in his community.
  • IQ13
  • Administration-14, Merchant-13, Diplomacy-12,
  • Physchology-12 (callous), Body language-12, Public Speaking-12, Acting-12, Torture-12
  • Physician-12, Pharmacy-12, Diagnosis-12, Poison-12,
  • Very Wealthy, owns a fortified manor, and has around 40 families working for him.

Use this Roman Soldier Template as the basic stats of the characters below. The difference from the template is noted.

Bemgem of Garl
Age 31, Ht 6ft, Wt. 280lbs, Black Hair, Gray eyes.
Description: A large hairy man, with heavy calous hands.
Role-playing: A loyal hatchet man. Bemgem has a family and some bastards his wife and his two mistresses are taking care of. He is strict and heavy handed with the people around him, but he is generous and actually takes the time to make sure they get what they need. He asks a lot, but he looks after all those who owe him his loyalty.
Note: His boss is Mamon, and his boss treats him well. His boss, makes his heir Kalil take care of the health of his people. In return they give them their loyalty.
  • Modify Roman Soldier Template
  • ST+2, DX+1, IQ+1, HT+1;
  • Tors DR3 (Light Scale), Groin DR3/2 (Studded Leather Skirt), Heavy Cloak (lion skin)
  • Mace (instead of spear) Skill-13/Parry-12U, Dmg 2d+2 (note: typically a hit from this deals damage of 9, enough to cause an ST11 to roll DX or ST or be knocked back).
  • Throwing Axe Skill-12, Acc 2, Dmg sw 2d+1 cut, Range 13/20
  • Intimidation-11, Leadership-11, Carousing-12,
  • 2 other loyal 2nds Tom Tools and Redder Paul (because there are 2 other pauls). Use the soldier template but +1 ST and damage.
  • he commands 12 other boys who are as good as soldiers but without combat reflex

Garl of Garl
Age 52, Ht 5'5, Wt. 130
Description: A red scaly and splotchy skinned, old man who seems to be falling apart. His eyes look bright and young, Wooden detures have real teeth, and smells of old things and dead.
Role-playing: Bemjem's Father, a very cruel and sadistic man. He gets paid little, mostly in the free use of the slaves. He is tolerated only because he is Bemgem's father. People tend to avoid him and hide behind Bemgem's if Garl would ask something of them. He constantly ridicules his quiet son, raving and complaining. Everyone ignores these as they think his head is gone. Garl will harass any female character and soft young male character.
Note: He takes care of his boy Garl and this Grand kids and bastards, oddly enough. Some are growing up to be as sadistic and crazy as the old man.
  • DX+2
  • Torso DR1 (Fur Shirt), Groin DR3/2 (Studded Leather Skirt), Spiked Gauntlet (right hand) DR4, Boots DR2.
  • Brawl-15, Feint (brawl)-19, Kick-15, Spike Guantlet Dmg thr 1d-1 cr, Kick Dmg thr 1d+1 cr
  • Wrestling-13; Can spit as apart of a brawl feint Perk.



Another Twist. Mamon, a skilled physician, autopsys the body to discover that one of the slaves, was pregnant and murdered by poison. He refuses to refund the Lord because the slaves were poisioned quite voluntarily.

One thing that should be apparent is that the murderer could have a lot to lose if this slave gave birth to someone's bastard. Why? Who could be in trouble? Who would know? Lord Durand is going to lose face if he doesnt get to the bottom of this, and makes the PCs find out who.

Defaut Possibility: The murder seemes to be caused by the Lord Duran's heir Alex. He probably panicked and killed the slave because it was an embarrassment to his betrothal's family. But, PCs discover that Alex had no access to poison and doesn't' know she died because of it. He is quiet shocked and heart broken by the event.

Later on they discover the Lord's Banneret, Sir Ibynn Tourkoisee was rumored to be seducing her and tried to find time alone with the slave. PCs find out then might have to take his word that he never touched her (and find out a twisted reason why he kept her around in odd hours- one reason would be she sang for his pleasure while he was with his lover).

They may find out later on that the Deacon Yiavis has been paying alot of attention to the slaves, witnesses say he would go to slaves quarters every night. PCs hear rumors that he has a bastard. Oddly the PCs find out quite simply he has been trying to convert them to save their souls. Exasperatedly promising salvation, which didn't go so well when he has a tendency to only preach to the female slaves and tries to "commune" with them alone.

PCs eventually discover, that the slave was murdered by the woman she was attending to young lady Beatrice. Alex's sister who did it to spite her older brother, after he of handedly compared her to the slave in terms of beauty.

Wednesday, September 2, 2009

Strange Bandits: NPCs part 1: Antagonists

antagonist behind the scenes: Baron Janos of Var-Jaqai, son of Corvin III
Description:
Baron Janos is always seen with his trade-mark smile, a scar drawn from the right edge of his mouth to just below his eye. Dark humoured, Baron Janos has a habit of chuckling to himself and approaching a situation with polite jests and sarcasm aimed at the circumstance (and not anyone else).
No one seems to know what Baron Janos is thinking. His wit makes him formidable at court and he honors his Liege's wishes to the word and shows great initiative.
Baron is a steady and cautious warrior. He is practical and lets his men do the dirty work, but his not a man averse to getting his hands dirty. Many of his older vassals know of how hands-on he was under his Lord Father's Corvin's command. It was only recently did he learn to resist the urge to concentrate his focus and keep his mind more engaged in the goal instead of the task at hand.

Liege Lord: Duke Godfrey of House Baldwin
Estate: Barony of Var-Jaqai
  • Village of St. Kareen's Haven (Generates $560,000 annually)
  • Castle Corvin (Generates $280,000 annually)
Notable Abilities: (Use Knight Template as Basis).
  • Attributes: IQ 13, HT14
  • Disadvantages: Callous
  • Advantages: Filthy Rich ($840,000 annualy), Versatile,
  • Skills: Psychology-15, Body Language-14, Strategy-14, Acting-15, Performance (Jesting)-12

Notable Allies:

Sir Kassel "Break-Spear'

Description:
Sir Kassel is Baron Janos' right hand and Banneret. He appears as a tall sharp featured veteran of many battles.
A very devoted family man, Sir Kassel with his wife Charice have 8 children. The eldest two are lovely daughters who dote on their father and are married to very capable, young and loyal household knights, who have taken his name (because they did not come from a noble family). His other two sons are squiring for their brothers-in-laws, while the other are still too young to leave the manor.
He rides into melee Sarmatian style, using a Longspear two handed for the reach and penetration. On foot he fights with spear and staff mastery, and very heavy armor.

Notable Traits: ST13, Staff-15, Soldier-16, Tactics-14

Magos Iryn Johansen
Description:
Magos Iryn Johansen, is Imperial trained magos of the coin. Baron Janos relies on his skills for the organization of his estate and the training of his servants.
Magos Iryn, is a very capable bureaucrat but his greatest talent is in teaching. Like many castrated Magos, he has found his own family in his lord, his master's right hand man, his students and servants. He has several promising students, young men who are very capable and have returned from the Magos University to serve him in his weakening age.
Iryn is a very capable teacher of the ancient philosophers methods of critical thought. Secretly he is one of the "faithless" and dwells too much on godless philosophies.
Notable Traits: IQ15, Empathy, Teaching-18, Psychology-17

Sir Titos Corwin
Description:
Sir Titos is Jano's middle child, has a reputation for being strange. Even as a squire, Titos displayed unusual cunning and manipulative skills, which allowed him more opportunity to be on field of battle. What makes him strange is that, he will not participate in the action, instead he will provoke those around him, allies and enemies, to impulse and action to their demise.
Notable Traits: Fast Talk-16

Monday, August 24, 2009

Encounter: Strange Bandits

Strange Bandits are raiding the area.
Background- The life of a soldier is a hard one, and one of the natural outcomes is to revert to banditry. Unfortunately circumstances can be complicated and banditry may be the only option. In this circumstance, a fairly large force has found itself too far from home and no where else to turn to.

There are many circumstances that will exile an army force, alienation and burned bridges are possibilities. Their loyalties and beliefs could have alienated them to the political reality of their home land, their families could have been held hostage against their return or have been brainwashed to revile them, or an accident, force majeure could have thrown them into a long perilous retreat into unknown territory or be blown away at sea only to be wrecked at an unknown coast.

This encounter is designed with Sins of the Crusade in mind but can be used in any other Fantasy or Medieval Game. A foreign army who have strange tactics and tools have upset the balance of power in the land, like an act of nature or change of the weather. Unarmored save for effectively camouflaged clothing and with light shielded, this army of fast moving skirmishers appeared suddenly and frighteningly. Circumstance and chance have lead them to take what they needed with violence. Quickly survivors notice their strange manner of fighting. Their unusal logistics and organization focus on running endurance. As highly capable runners the small force travels with only very rugged ponies for baggage. Their skilled path finder cut through difficult terrains and scarcely watered paths that cannot be followed by regular forces.

Theyare more familiar fighting in difficult terrain than in open plains. Some witness claims they are able to form a thickly packed spear formation, and according after gathering the claims, seem to do so with a discipline unseen for centuries. These soldiers have shortened spear-like broad bladed swords, improvised Long Spears and Javelins, and a strange simple device that lets them hurl these javelins with a force that deceptive of their size.

Some of them, have very small rugged ponies to carry their supplies. Others have strange crossbows, which can stand nearly a man's height and which is crossed with bone, horn and sinew. They wear simple desert colored rugged warriors robes, and sandals. Leading them, an unassuming figure, whose face is plain but marked with branded symbols.

The Leader. The leader is loyal to his men, and is caught in the machine that requires him to act in the best interests of their morale while trying to survive day by day in a hostile foreign land. He was his monarch's loyal general and defender, until he failed in his duty and was exiled along with his men.

The Second in Command. The leader's mentor and surrogate father. He is old and weakening but still manages to holds everything together, for former student, with superhuman will. He manages to hide his suffering a little longer than he hoped, but time quickly fading and devotion.

The Other Power. He is loyal and the leader's protege, but to many whispers and broken promises has filled his cup. Now that cup is about to spill, and if his fellow's cries reach his hardened heart one more time, he may not stop himself from spilling something else.

Adventure Circumstance. More than one force is acting on this small force. Not only internal, and environmental, but an antagonist has taken advantage of this orphaned force to use against a weakening neighbor. The Antagonist had fortunately deduced the force's reasons and has take the initiative to push them into his weaker neighbors lands to show him as a weak or impotent lord.

The PCs could be newly hired or untested vassals of the Victimed lord. Their lord is asking them to protect his charge and they have to fight an enemy whose tactics are strange and formidable.

Sample NPCs for the various Roles to follow (probably friday).

Tuesday, July 28, 2009

More Courtier Templates

The adventuring troupe is not complete with the non-combatant arm of an adventuring party. Before I prepare a sample adventure for Sins of the Crusade. Note the Point difference between the Man at Arms and the Courtier, adjust the points accordingly (from 150 to 200, plus up to 75cp of disadvantages) so that the Courtier can participate in the melee (but as a supporting role).
This can be in the form of a formidable retainers at about 150cp (plus 75 disadvantages) taken from the Sergeant or the Freeman template options.

I wont go into too much detail why certain skills are the way they are, since I've tackled most of that with my previous writings about courtiers. Check out Game in the Brain for the special uses of Theology skill.

The High Born Courtier

150cp (45cp left)

Not all Nobles go into service as a Warrior. Other specialize in managing affairs of their family or their Patron. Courtiers represent the interest of powerful parties, and of course, their own personal interests. The template represents a courtier that can either be a man or a woman, and thus has no martial elements (which can be added with the remaining points). Some courtiers draw their power from the Religious Authority or a Tradition and Bureaucracy.

In Sins of the Crusade, this role is taken by many women and because of the Byzantine precedent of Dowager Empress Anna Komnena, more women have come to covetously dominate in affairs of court.


Attributes [60]: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d BL 20 lbs.; HP 13 [0]; Will 13 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [55]:

High Noble [55]: Status (Court Noble) 3 [10]; Wealth (Very Wealthy) [30]; Patronage (Patrician Family, a Noble House or Great Clan- Extremely Powerful) (9) [15].

Social Background [5]: Cultural Familiarity (Native) [0]; Language (Ruling Language) (Speak and Read) (Native) [0]; Language (same alphabet) (2nd Dominant Language) (Accented) [2]; Language (same alphabet) (Religious Language) (Broken) [1]; Language (Speak and Read) (Powerful Neighbors Language) (Broken) [2].

Disadvantages [-75]: A total of -50 points selected from Bad Temper [-10*], Callous [-5], Curious [-5*], Chummy [-5 or -10], Code of Honor (Gentleman's) [-10], Disciplines of Faith [-5], Duty [variable], Enemy (Court Rival rival) [variable], Fanaticism (Family or Religion) [-15], Flashbacks [variable], Greedy [-10*], Lecherous [-15*], Honesty [-10*], Incurious [-5*], Intolerance [variable], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Sense of Duty [-2 to -20], Pacifism (Reluctant killer) [-5], Stubbornness [-5*], Trickster [-15*], Unluckiness [-10], or Workaholic [-5].

Quirks [0]:

Total Skills [60]:

Primary Skills [25]:

Social Skills [25]: Politics (A) IQ+1 [4]-14; Acting (A) IQ+1 [4]-14; Savoir-Faire (High Society) IQ+2 [4]-15; Body language (A) Per+1 [4]-14; Detect Lies (H) Body Language-4 [0]-10; Public Speaking (A) IQ+1 [4]-14; Current Affairs (Court) IQ+2 [4]-15; Cultural Familiarity (Neighboring Power) [1].

Secondary Skills [20]:

Support Skills [10]: Intelligence Analysis (Politics) (H) IQ-1 [2]-12; Strategy (Politics) (H) IQ-1 [2]-12; Psychology (H) IQ-1 [2]-12; Law (High Court) (H) IQ-1 [2]-12; History (Families) (H) IQ-1 [2]-12.

Secondary Social Skills [5]: Diplomacy (H) IQ-1 [2]-12; Interrogation (A) IQ-1 [1]-12; Intimidation (A) IQ-1 [1]-12; Merchant (A) IQ-1 [1]-12.

Taboo Skills [5]: Streetwise (A) IQ-1 [1]-12; Shadowing (A) IQ-1 [1]-12; Poison (A) IQ-1 [1]-12; Sex Appeal (A) HT-1 [1]-9.

Background Skills [15]:

Noble Background [15]: Administration (A) IQ-1 [1]-12; Literature (Folk Lore) (H) IQ-2 [1]-11; Theology (Religion) (H) IQ-2 [1]-11; History (Local) (H) IQ-2 [1]-11; Writing (A) IQ-1 [1]-12; Dancing (A) DX [2]-10; Riding (A) DX [2]-10; Games (E) IQ [1]-13; Math (Applied) (H) IQ-2 [1]-11; Carousing (A) HT-1 [1]-9; Heraldry (A) IQ-1 [1]-12; Artist (Poetry) (H) IQ-2 [1]-11; Area Knowledge (Neighboring or Capital Region) (E) IQ [1]-13.

Equipment [12.lbs]:

Worn [11lbs]: Formal Court dress (Status 3) 4lbs; Outdoor Cloak 4lbs; Belt 1lbs; Shoes 2lbs.

Carried [1.5lbs]: Fine and Balanced Small Knife 0.5; Personals 1lb; .

The Ecclesiastic Courtier

150cp (45cp left)

The Church, unfortunately, is also an avenue for power. A separate entity from the governing body their Spiritual Jurisdiction gives them dominion and legitimacy.

In the Sins of the Crusade Setting, Church has waned because of the Emperor's power as both the head of state and of the Church. Still, altered role of the church as the Banks of the Empire (through some deft legal manipulations) and still a formidable Land Owner, has put them back on top.


Attributes [60]: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d BL 20 lbs.; HP 13 [0]; Will 13 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [50]:

Ecclesiastic [50]: Status (A Landed Ecclesiastic ) 5 [15]; Religious Rank (Patriarch, Cardinal, or High Priest of the Capital or the Most powerful Church Estate) 7 [35].

Social Background [10]: Cultural Familiarity (Native) [0]; Language (Ruling Language) (Speak and Read) (Native) [0]; Language (same alphabet) (2nd Dominant Language) (Accented) [2]; Language (same alphabet) (Religious Language) (Fluent) [3]; Cultural Familiarity (Powerful Neighbor) (Native) [1]; Language (Speak and Read) (Powerful Neighbors Language) (Accented) [4].

Disadvantages [-75]: A total of -50 points selected from Bad Temper [-10*], Callous [-5], Curious [-5*], Chummy [-5 or -10], Code of Honor (Gentleman's) [-10], Disciplines of Faith [-5], Duty [variable], Enemy (Court Rival rival) [variable], Fanaticism (Family or Religion) [-15], Flashbacks [variable], Greedy [-10*], Lecherous [-15*], Honesty [-10*], Incurious [-5*], Intolerance [variable], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Sense of Duty [-2 to -20], Pacifism (Reluctant killer) [-5], Stubbornness [-5*], Trickster [-15*], Unluckiness [-10], or Workaholic [-5].

Quirks [0]:

Total Skills [60]:

Primary Skills [25]:

Social Skills [25]: Politics (A) IQ+1 [4]-14; Acting (A) IQ+1 [4]-14; Theology IQ+1 [8]-14; Body language (A) Per+1 [4]-14; Detect Lies (H) Body Language-4 [0]-10; Public Speaking (A) IQ+1 [4]-14; Current Affairs (Court) IQ+2 [4]-15; Savoir-Faire (High Society) IQ+1 [1]-13.

Secondary Skills [20]:

Support Skills [10]: Intelligence Analysis (Politics) (H) IQ-1 [2]-12; Strategy (Politics) (H) IQ-1 [2]-12; Psychology (H) IQ-1 [2]-12; Law (Ecclesiastic Court) (H) IQ-1 [2]-12; History (Church) (H) IQ-1 [2]-12.

Secondary Social Skills [10]: Diplomacy (H) IQ-1 [2]-12; Interrogation (A) IQ+1 [4]-14; Intimidation (A) IQ+1 [4]-14.

Background Skills [15]:

Religous Background [15]: Administration (A) IQ+1 [4]-14; Literature (Folk Lore) (H) IQ-2 [1]-11; Religious Ritual (H) IQ [4]-13; Literature (religious Literature) (H) IQ-2 [1]-11; Writing (A) IQ-1 [1]-12; Accounting (H) IQ-1 [2]-12; Math (Applied) (H) IQ-2 [1]-11; Heraldry (A) IQ-1 [1]-12.

Equipment [12.lbs]:

Worn [11lbs]: Formal Court dress (Status 3) 4lbs; Outdoor Cloak 4lbs; Belt 1lbs; Shoes 2lbs.

Carried [1.5lbs]: Fine and Balanced Small Knife 0.5; Personals 1lb; .


The Bureaucrat Courtier

150cp (45cp left)

Those who run the affairs of the state, are privy to the power. Grand Vizirs, Queastors, Perfects, Chancelors, and Stewards of the Realm sometimes was just as powerful as the Kings or Emperors. Especially when these heads of state did not take an active role in running their domains.

In Sins of the Crusade, the Logothetes (Greek for Bureaucrats), are now beginning to match the Great Houses in Power. As the Bureaucracy has made the state run more efficiently and allowed for the state to field its own Standing Legions, common born men (eunuchs) Legionairs and the Logos now have a new avenue for power.


Attributes [60]: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d BL 20 lbs.; HP 13 [0]; Will 13 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [50]:

Ecclesiastic [50]: Status (High Bureaucrat) 5 [15]; Bureaucrat Rank (Quaestor, Chancellor, Grand Viziers, Steward of the Realm) 7 [35].

Social Background [10]: Cultural Familiarity (Native) [0]; Language (Ruling Language) (Speak and Read) (Native) [0]; Language (same alphabet) (2nd Dominant Language) (Accented) [2]; Language (same alphabet) (Religious Language) (Fluent) [3]; Cultural Familiarity (Powerful Neighbor) (Native) [1]; Language (Speak and Read) (Powerful Neighbors Language) (Accented) [4].

Disadvantages [-75]: A total of -50 points selected from Bad Temper [-10*], Callous [-5], Curious [-5*], Chummy [-5 or -10], Code of Honor (Gentleman's) [-10], Disciplines of Faith [-5], Duty [variable], Enemy (Court Rival rival) [variable], Fanaticism (Family or Religion) [-15], Flashbacks [variable], Greedy [-10*], Lecherous [-15*], Honesty [-10*], Incurious [-5*], Intolerance [variable], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Sense of Duty [-2 to -20], Pacifism (Reluctant killer) [-5], Stubbornness [-5*], Trickster [-15*], Unluckiness [-10], or Workaholic [-5].

Quirks [0]:

Total Skills [60]:

Primary Skills [25]:

Social Skills [25]: Politics (A) IQ+1 [4]-14; Acting (A) IQ+1 [4]-14; Merchant IQ+2 [8]-15; Body language (A) Per+1 [4]-14; Detect Lies (H) Body Language-4 [0]-10; Public Speaking (A) IQ+1 [4]-14; Current Affairs (Court) IQ+2 [4]-15; Savoir-Faire (High Society) IQ+1 [1]-13.

Secondary Skills [20]:

Support Skills [10]: Intelligence Analysis (Politics) (H) IQ-1 [2]-12; Strategy (Politics) (H) IQ-1 [2]-12; Psychology (H) IQ-1 [2]-12; Law (High Court) (H) IQ-1 [2]-12; History (Ruling Dynasties) (H) IQ-1 [2]-12.

Secondary Social Skills [5]: Diplomacy (H) IQ-1 [2]-12; Interrogation (A) IQ-1 [1]-12; Intimidation (A) IQ-1 [1]-12; Merchant (A) IQ-1 [1]-12.

Background Skills [15]:

Bureaucrat Background [15]: Administration (A) IQ+2 [8]-15; Literature (Folk Lore) (H) IQ-2 [1]-11; Literature (Old Empire Literature) (H) IQ-2 [1]-11; Writing (A) IQ-1 [1]-12; Accounting (H) IQ-1 [2]-12; Math (Applied) (H) IQ-2 [1]-11; Heraldry (A) IQ-1 [1]-12.

Equipment [12.lbs]:

Worn [11lbs]: Formal Court dress (Status 3) 4lbs; Outdoor Cloak 4lbs; Belt 1lbs; Shoes 2lbs.

Carried [1.5lbs]: Fine and Balanced Small Knife 0.5; Personals 1lb.