Tales of Trevast: OOC/Discussion

Fyremage

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A long time ago, during the end phase of my developmental years of rping, myself and a group of like-minded individuals opted to create our own medieval world styled similar to Game of Thrones, where each role player created their own house, lore, and mythos to form a beautifully crafted rp. I would link it here to see if anyone is interested, but sadly the rp died after dissension arose regarding whether magic would be allowed.

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This post has been edited as of 7/24/2016. Will include links to each house so as to make navigation easier.



Supplemental: http://www.thestarwarsrp.com/forum/...vast-ooc-discussion.67873/page-7#post-1287997
ATTR - @Tristar

The Rich and Bloody Tales of Trevast: A Look into Trevast's Greatest Achievements and Tragedies

ATTR - @Tristar
 
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Fyremage

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Please forgive the poor grammar in my above house writeup, lol. that was years ago.

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Summary:

(Some of this was established, other parts crafted by myself over the past few weeks. For a view into the initial construction of this rp, visit this link. I would like to keep dice rolls to a minimum, instead relying on creative rp. The map will need to be redone, as most originals are gone. The only one I could find, created by those who broke away to do their own thing with the concept, can be found here. If anyone is good at that sort of thing, please help out. It would be greatly appreciated. :)))
Nearly two thousand years before our time (the time of our rp's beginning), during the dark ages, the realm of Trevast was but a part of the vast continent of Veramon. Clansmen, villages, nomads all converged upon the region to stake their claim to the lush, diverse landscape of the area. Eventually, the age of obscurity ushered the Dark Ages, earliest documentation being roughly twelve-hundred years ago. Noble families began to rise from the large group of families and clans that originally settled the land, consolidating power and eventually rising as lords of their respective regions.

To the north, men who chose to stick to their ways of life as nomads and raiders were pushed out of the realm that is now known as Trevast, by those who opted instead to settle the land more permanently and raise holds of stone and mortar, instead of living in tents. A bitter rivalry formed between these two people's the settlers considering these nomads as barbarians and savages, with the nomads viewing the settlers as spineless and foolish for leaving their original way of life.

To the east, near the Great River Ab'naki, the land was relatively peaceful and lush. People settled the land in no great hurry, and they actually believed for the longest time that the River Ab'naki was a portion of the ocean to the south, as the river was so vast it was hard to see the other side of the bank. Superstition prevailed, as the rumor of a mysterious land in the distance existed, full of beasts of unknown power and cunning, with persons who ventured to the east never returning... Although fishing and sailing was a staple of these people in the east of Trevast, this superstition prevented their exploration to the other side of the river for a very long time... much to their later detriment.

The South was fairly uneventful, divided in half by another river known as the River Peylon. Though not as wide as the Ab'naki, it was still great in and of itself. The two rivers met far to the north at the Northern Mountain ranges, in the far north where barbarians lay claim to this day.

To the west, where the vast ocean really lay, bustling ports rose to form trade routes all along the western shore, with smaller tributaries forming inland trade routes to the snaking Peylon.

Eventually these regions grew divided, in more ways than simply 'North,' or 'East.' Wars were fought to lay claim over sections of riverland or valley, and as the dark ages past and trade grew, along with diplomatic relations, political intrigue and assassination was commonplace, though not admitted.

Trevast remained united until three hundred and twenty five years ago, when the East's superstitions came to serve as their bane. Unbeknownst to them, there was indeed a landmass to the east of the great river, or what they thought to be an ocean. In fact, the civilization that lived on those lands, the Boteri Dominion, built a great bridge across the mighty river and their hordes of blood riders and berserkers charged across to lay claim to what they felt to be a land infested with primitives.

Although the lords of Trevast were not primitives, their concept of division was to the Boteri as they stood united under the leadership of their Emperor, who was thought to be an earthly personification of God himself. Whilst the whole of the realm failed to recognize the real threat the Boteri Dominion posed, the eastern lords fell in short order, despite them being arguably the most powerful of Trevast at that time. When the time seemed the most dire, one lord rose above all the rest to unite Trevast, and do something about the rising conquest of the Boteri. One by one, as the houses realized the futility of individual resistance, the Lords supported this man, known as Desirak I. Bayne. For the next decade, the Trevastine lords fought a bloody war against the Boteri, fighting to a stalemate at the eastern fork, a small set of tributaries that branched off the Ab'naki. Though not able to reclaim the whole of conquered territory, the Boteri recognized that if the war continued it was a likelihood.

The first Boteri-Trevestine treaty was signed, and being dubbed a hero, the whole of Trevast changed dramatically as Desirak I. Bayne was crowned High King of Trevast, with all the other nobles taking the mantle of 'Lord.'

It was at this time, three hundred years ago during the harvest season that this occurred, which is why the Harvest Festival is always commemorated as the anniversary of the formation of the nation of Trevast.

The subsequent centuries were a time of prosperity as a whole for the realm, with two other wars against the Boteri erupted throughout. The latest war, which began nearly fifty years ago was probably the briefest, but most significant of all time. It saw the Trevastine armies reclaiming the eastern stretches they had lost long ago. They cast the Boteri Dominion back to the other side of the river, and captured the massive citadel built at the entrance of the bridge they built near three centuries prior, known as Kaith.

Now, during our era, the Lord of Trevast are settling with each other as to what to make of the newly acquired land of the east. Boteri live there, and have lived there for centuries, along with Trevastine commoners left over from those who lived there during the time of the original great war.


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Here are the categories and rules that govern each category. I will paste this in the second post as well.

Total points allowed to allocate at start: 50

Army: However many points invested in this equals how large your army is. Every point counts as a thousand soldiers. If I have 10 points invested here, this house has 10,000 troops.

Stockpile: However many points I have invested in this category equals how well outfitted my army is, and how well they could last during a siege. This category is pretty loosely defined, but suffice to say if you only have 5 points here, you have basic equipment and have trouble maintaining long sieges. If you have 10, you are moderately outfitted and are decent at siege work. 15-20, you can withstand long, drawn out sieges and your army is very well outfitted, with regard to weapons, plate, etc.

Honor/Prestige: This attribute affects how many vassal houses you have, and how well your relations are with them. This is, again loosely defined. The higher your rating, the stronger your vassals can be, as well as your ties. When making a vassal house, they use a similar attribute tree, but only have 25 points to spend instead of 50

Castle: This determines how large and defensible your castle is. Lower values mean the hold is small, though stout and defendable. Higher values make the castle much more formidable and larger in appearance.

Espionage: This attribute actually does have rules that I wrote on the old site, but they are kinda complicated. To keep things simple, this determines how adept at spying and counter-espionage you are. Lower values mean you are not as effective as others at spying, although you can defend against assassinations at the base level expected of a noble house. Higher values increase your potency at assassinations and defense against assassination.



Additional Points:
Although each house only receives 50 points to allocate, and vassal houses only get 25 (Royal Vassals may have 30), it is possible to earn additional points to allocate for desired categories.

Certain quests or events will take place within the realm of this fantasy world. If certain actions are taken, and certain outcomes are achieved, then the house or houses that engage in those actions and successfully complete the quest shall receive the indicated bonuses.

As an example, suppose a rebellion occurs, and in a thread is created to lay siege to a rebellious lord's hold. If the players attacking can successfully besiege the castle and sack the hold, they will receive additional points to allocate to their 'stockpile' attribute, as they are taking spoils of war. Conversely, there may be a choice as to which attribute points can be awarded to.

To illustrate this particular scenario, suppose a player is defending against a siege, and does so successfully. They could get bonus points allocated to either their castle score, or their stockpile score, as the defeated attackers would no doubt have supplies taken by the defenders which could be applied to either of these uses.

Please note that this rp is
not an RTS, and these rules are not meant to turn this rp into that. It is merely a catalyst to allow for player engagement within threads, which could result in strengthening your house!



Joust Rules: (Edit 9/15/2016)


The Joust is a time honored tradition and spectator sport of Trevast. While it allows for the noble houses of Trevast both great and small to showcase their talent and skill on horseback, there are agreed upon terms and rules all houses observe to aid in preserving the life and honor of those involved. While Jousting is still a dangerous sport and accidents do happen, the rules in place help reduce the likelihood.

Although tournaments include several events, such as archery competitions, dueling rings, melees, etc. Jousting is considered the marquee event, and those who participate stand to gain no small amount of prestige in participating. Typically, the title of 'Jousting Champion' is synonymous with 'Tournament Champion,' and the event usually attracts the largest and most diverse group of spectators.

Overview:

Jousting matches are comprised of three tilts, or three instances in which the riders charge toward one another with the intent of striking each other. The winner of each match is determined by scoring the most 'points' at the end of all three tilts.

Scoring:
Point values are listed as follows:

  • Strike to the torso: 1 Point
  • Strike to the helm: 2 Points
  • Unhorsing: Immediate victory, regardless of points.

Dice rolls are used to determine the type of strike made.

Dice Rolling:
Dice rolling is not required, but it is encouraged so as to keep things fair. If both rpers involved do not wish to use dice, this is acceptable.

Modifiers are as follows:
  • +1 Modifier if character is trained in shock cavalry tactics (essentially heavy cavalry/lance bearing cavalry)
  • +1 or +2 Modifier DEPENDING upon House ability/proficiency in cavalry related warfare, as in character this indicates that the character was basically 'raised' on horseback and is more adequate in form then another character.
  • +1 Modifier for if character is a combat veteran.
Rolling rules are as follows:

  • Players will use 1d10 for rolling.
  • The difference between both players rolls determines what type of strike it is, with whomever has the highest roll being the one that strikes. If both players roll the same value, then they both may strike with the same effectiveness in the same location.
  • If the difference between both roles is between 1 to 2, then whoever rolled the highest value may land a 'torso' strike against the low roller.
  • If the difference is between 3-4, then the high roller may strike the low roller to the helm.
  • If the difference is 5 or greater, then the high roller may unhorse the low roller.

Form/Restrictions:
  • Participants within the Joust are expected to wear full plate armor for their protection. It is against the rules to be missing any portion of your armor while riding to meet your opponent. If helmets are cast off of one's head due to a strike to the head, it is mandatory to either place it back upon your head after the tilt, or donn a replacement helm should your original not be in proper condition to wear.
  • Participants are forbidden to aim below the waist. If a participant strikes below the waist intentionally, and it can be easily discerned the blow was intentional, the penalty can be up to, but not limited to, disqualification from the tournament, and being banned from future participation in a tournament for a length of time to be determined by the sponsoring house lord. If personal injury was inflicted due to violation of this rule, then further penalties may be in order such as fines, and criminal penalties equal to assault and potentially murder.
  • Participants are forbidden to target each other's horses.
  • Lances must be blunted, and weakened along the shaft so as to be more easily broken upon impact.
  • Armor must be repaired if necessary after each match. Participants are expected to have at least two full sets of armor in the event one set (or an interchangeable piece) must be repaired between matches.
  • If an unhorsing occurs, the victor of the match receives the losers horse and armor as spoil. This may be waived by the victor however, at his prerogative.
Any feedback regarding these rules is welcome.
 
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Tristar

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YOU HAVE MY HOUSE.
 

The Captain

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I'd be tempted to make a house...

I call the naval faction!
 

Tristar

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*Ahem* I have expressed enormous interest in applying for a roleplaying position within this thread. With further approval I may be able to proceed with my original plan of creating a House/faction for Roleplaying purposes. As TheHook1 has already claimed naval faction, I shall proceed with calling 'dibs' on the faction with a strong affinity with Heavy knights/riders, an equal to the famed Polish Hussars if you will.
 

Fyremage

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*Ahem* I have expressed enormous interest in applying for a roleplaying position within this thread. With further approval I may be able to proceed with my original plan of creating a House/faction for Roleplaying purposes. As TheHook1 has already claimed naval faction, I shall proceed with calling 'dibs' on the faction with a strong affinity with Heavy knights/riders, an equal to the famed Polish Hussars if you will.
lol, i just like giving you a hard time.

@TheHook1 @Tristar feel free to make your concepts, and consider yourselves added. :) I may make a new one too. I'll probably be the king's family and play more a backseat to moderate things rather than actively participate. But idk.
 

The Captain

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lol, i just like giving you a hard time.

@TheHook1 @Tristar feel free to make your concepts, and consider yourselves added. :) I may make a new one too. I'll probably be the king's family and play more a backseat to moderate things rather than actively participate. But idk.

Are there any other rules or background stuff we need to look up? @fyremage
 

Fyremage

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Are there any other rules or background stuff we need to look up? @fyremage
Eh, well how do you guys feel? Do we want to recraft the whole world or pick up from the prexisting lore that was already made?

If you would rather just pickup where it was left off then that link in my op, towards the bottom, has some good info.
 

Tristar

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I'd be fine with starting from where it's left off, though I might want a quick/short summary of the schtuff that's happen. Main events and the like that might change politics and what not.
 

Fyremage

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I'd be fine with starting from where it's left off, though I might want a quick/short summary of the schtuff that's happen. Main events and the like that might change politics and what not.
Sure, I'll type a brief summary in my second post, and post again to alert ya'll when it's finished.
 

The Captain

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Say, @Tristar @Cainhurst Crow What sort of houses are you guys thinking of making? I just want to be sure we don't all end up trying to fill the same social niche.
 

Fyremage

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I have edited the second post with a summary of the background. Let me know what you guys think.
 

The Captain

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I'm a little confused about the geography
 

Fyremage

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I'm a little confused about the geography
If you are referring to the great abnaki river, it is not on the map I left. Some of the landmarks are New Creations that were not around during the time this rp was going on.
 

The Captain

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That was my big concern, I can't make heads or tails of the kingdom's geography. I get the history and politics, but the borders elude me.
 

Tristar

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The Captain

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@TheHook1

I'm making what's essentially a dwarf.

A small, but very fierce House which fields some of the most terrifying cavalry on the field- at the disadvantage of being at high tension between 3 neighbours who boast superior numbers. Historically though, every invasion has failed for the Triple Entente due to very aggressive cavalry charges.

The link to the doc: https://docs.google.com/document/d/1tL9oGnFs_sD38zv4HeFbblIW__kNNmQR-qP2V8lNzN8/edit?usp=sharing
Very nice!

My idea was for a sort of naval house, a clan of ex-privateers and merchant-navy men who basically have a stranglehold on water-based shipping.

What they lack in land, prestige, or social niceties, they make up for in resources, naval power, and sheer grit.
 
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