Sovereign
SWRP Writer
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- Dec 7, 2005
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The Crusades: A Medieval RP.
This will entirely be the work of fiction. Forget all the names of the kings and sultans of the period. YOU will make your own character and YOU will shape history as you see fit. It will be a stragetic RP, only one person per faction. You are free to choose your enemies and your allies.
Factions:
Crusader States.
-Kingdom of Jerusalem: Osl13
-County of Tripoli: The Balance
-Principality of Antioch:
-County of Edessa: Lavi
Muslim World
-Caliphate of Egypt: disc100
-Sultanate of Rum: Wing
-Dominion of the Atabegs
-Emirate of Damascus: Knight of The Black Rose
Neutral
-Byzantine Empire: SIN
Others
-Hashshashin: The Agriculturist
-Poor Fellow-Soldiers of Christ and of the Temple of Solomon: Cailst
-----------------------------------------------
Faction Resources:
Kingdom of Jerusalem
2000 Knights.
30 000 Infantryman.
30 000 Gold each turn.
Main Ports: Acre and Sidon.
County of Tripoli
1000 Knights.
10 000 Infantryman.
15 000 Gold each turn.
Main Ports: Tripoli and Tortosa.
Principality of Antioch
1500 Knights.
20 000 Infantryman.
20 000 Gold each turn.
County of Edessa
500 Knights.
6000 Infantryman.
10 000 Gold each turn.
Caliphate of Egypt
5000 Mamluks.
45 000 Infantryman.
35 000 Gold each turn.
Sultanate of Rum
5000 Mamluks.
15 000 Cavalryman.
6000 infantryman.
10 000 Gold each turn.
Dominion of the Atabegs
2000 Mamluks.
10 000 Cavalryman.
1000 Infantryman.
15 000 Gold each turn.
Emirate of Damascus
3000 Mamluks.
17 000 Infantryman.
20 000 Gold each turn.
Byzantine Empire
5000 Cataphracts.
35 000 Infantryman.
7 000 Cavalryman.
30 000 Gold each turn.
Main Ports: Constantinople and Nicea.
The Hashshashin
Unknown number of force.
No Gold each turn.
Poor Fellow-Soldiers of Christ and of the Temple of Solomon
1200 Templar Knights.
Relies on donations. (10 000 Gold each turn)
Templar Knights may only recruit Templars. They will either be on foot or mounted, depending on the Grandmaster's preference. Only the Order of the Poor Fellow-Soldiers of Christ and of the Temple of Solomon may recruit Templars.
Cost of Units
Mamluk/Knights: 10
Infantryman: 5
Cavalryman: 7
Templar/Hospitaller: 10
Each faction gains the amount indicated per turn. Each turn lasts roughly a year ingame. I will decide when a turn ends. When the game begins, the player's army will be scattered throughout the player's cities at the cost of no upkeep. If a player decides to go to war and sends an army to attack another city then he will have to feed and manage his army at the cost of 0.05 times his number of men per roleplaying post in which his army moves. For exemple, an army of 10 000 leaving the city of Damascus will cost 500 gold per movements. No faction is bound to its alignment. The County of Tripoli could, for exemple, refuse to help the Kingdom of Jerusalem to defend its cities even though it is a vassal kingdom.
Detailed map of the forts of the Holy Land:
http://medievalcoins.ancients.info/maps/Crusader_Levant_map_small.JPG
Trade and Naval Warfare
Each faction has to choose two main ports. If these ports are captured then they will not be able to produce any ships.
A Trade Agreement will add 500 Gold to your faction's yearly income. They may be cancelled at any time by one of the two parties. Warring factions will be able to initiate a blockade agaisnt another by cutting off its sea access. This is done by preventing its ships to leave the habour of two of its main ports. When a blockade is initiated, the affected faction will not be able to engage in trade.
Byzantine Navy
2000 Dromons.
5000 Galleys.
Egyptian Navy
8000 Galleys.
Kingdom of Jerusalem
1000 Venetian and Geonese ships.
Principality of Antioch
250 Venetian and Geonese ships.
County of Tripoli
100 Venetian and Geonese ships.
Cost of Ships
Dromons: 20 (Byzantine Only)
Galleys: 15
Venetian/Geonese Galleys: 35
War for the Holy Land: A Medieval RP
The First Crusade has ended.
The armies of Christendom have succeeded in establishing a series of feudal states throughout Palestine and Asia Minor. For the first time in many years, the Holy Land has settled into a period of relative peace and prosperity. However, another war looms on the horizon. The conquest of Jerusalem is seen by all as an act of defiance to Islam. The only thing that prevents an united muslim army to sweep the Holy Land from the Christian pest are the petty rivalries that has split the Muslim world for centuries. Will the Crusader states use this lack of unity at its advantage to pacify the region? Or will the Muslim World succeed in expulsing the Crusaders out of Palestine? The Holy Land is rich in treasures of all sorts. It is up to you to conquer them, whether it be for Christianity, Islam or your own personnal gain.
"Deus Lo Volt!"
The First Crusade has ended.
The armies of Christendom have succeeded in establishing a series of feudal states throughout Palestine and Asia Minor. For the first time in many years, the Holy Land has settled into a period of relative peace and prosperity. However, another war looms on the horizon. The conquest of Jerusalem is seen by all as an act of defiance to Islam. The only thing that prevents an united muslim army to sweep the Holy Land from the Christian pest are the petty rivalries that has split the Muslim world for centuries. Will the Crusader states use this lack of unity at its advantage to pacify the region? Or will the Muslim World succeed in expulsing the Crusaders out of Palestine? The Holy Land is rich in treasures of all sorts. It is up to you to conquer them, whether it be for Christianity, Islam or your own personnal gain.
"Deus Lo Volt!"
This will entirely be the work of fiction. Forget all the names of the kings and sultans of the period. YOU will make your own character and YOU will shape history as you see fit. It will be a stragetic RP, only one person per faction. You are free to choose your enemies and your allies.
Factions:
Crusader States.
-Kingdom of Jerusalem: Osl13
-County of Tripoli: The Balance
-Principality of Antioch:
-County of Edessa: Lavi
Muslim World
-Caliphate of Egypt: disc100
-Sultanate of Rum: Wing
-Dominion of the Atabegs
-Emirate of Damascus: Knight of The Black Rose
Neutral
-Byzantine Empire: SIN
Others
-Hashshashin: The Agriculturist
-Poor Fellow-Soldiers of Christ and of the Temple of Solomon: Cailst
-----------------------------------------------
Faction Resources:
Kingdom of Jerusalem
2000 Knights.
30 000 Infantryman.
30 000 Gold each turn.
Main Ports: Acre and Sidon.
County of Tripoli
1000 Knights.
10 000 Infantryman.
15 000 Gold each turn.
Main Ports: Tripoli and Tortosa.
Principality of Antioch
1500 Knights.
20 000 Infantryman.
20 000 Gold each turn.
County of Edessa
500 Knights.
6000 Infantryman.
10 000 Gold each turn.
Caliphate of Egypt
5000 Mamluks.
45 000 Infantryman.
35 000 Gold each turn.
Sultanate of Rum
5000 Mamluks.
15 000 Cavalryman.
6000 infantryman.
10 000 Gold each turn.
Dominion of the Atabegs
2000 Mamluks.
10 000 Cavalryman.
1000 Infantryman.
15 000 Gold each turn.
Emirate of Damascus
3000 Mamluks.
17 000 Infantryman.
20 000 Gold each turn.
Byzantine Empire
5000 Cataphracts.
35 000 Infantryman.
7 000 Cavalryman.
30 000 Gold each turn.
Main Ports: Constantinople and Nicea.
The Hashshashin
Unknown number of force.
No Gold each turn.
Poor Fellow-Soldiers of Christ and of the Temple of Solomon
1200 Templar Knights.
Relies on donations. (10 000 Gold each turn)
Templar Knights may only recruit Templars. They will either be on foot or mounted, depending on the Grandmaster's preference. Only the Order of the Poor Fellow-Soldiers of Christ and of the Temple of Solomon may recruit Templars.
Cost of Units
Mamluk/Knights: 10
Infantryman: 5
Cavalryman: 7
Templar/Hospitaller: 10
Each faction gains the amount indicated per turn. Each turn lasts roughly a year ingame. I will decide when a turn ends. When the game begins, the player's army will be scattered throughout the player's cities at the cost of no upkeep. If a player decides to go to war and sends an army to attack another city then he will have to feed and manage his army at the cost of 0.05 times his number of men per roleplaying post in which his army moves. For exemple, an army of 10 000 leaving the city of Damascus will cost 500 gold per movements. No faction is bound to its alignment. The County of Tripoli could, for exemple, refuse to help the Kingdom of Jerusalem to defend its cities even though it is a vassal kingdom.
Detailed map of the forts of the Holy Land:
http://medievalcoins.ancients.info/maps/Crusader_Levant_map_small.JPG
Trade and Naval Warfare
Each faction has to choose two main ports. If these ports are captured then they will not be able to produce any ships.
A Trade Agreement will add 500 Gold to your faction's yearly income. They may be cancelled at any time by one of the two parties. Warring factions will be able to initiate a blockade agaisnt another by cutting off its sea access. This is done by preventing its ships to leave the habour of two of its main ports. When a blockade is initiated, the affected faction will not be able to engage in trade.
Byzantine Navy
2000 Dromons.
5000 Galleys.
Egyptian Navy
8000 Galleys.
Kingdom of Jerusalem
1000 Venetian and Geonese ships.
Principality of Antioch
250 Venetian and Geonese ships.
County of Tripoli
100 Venetian and Geonese ships.
Cost of Ships
Dromons: 20 (Byzantine Only)
Galleys: 15
Venetian/Geonese Galleys: 35
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