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CHIAVELLI - EnGarde!
Being in the main a fantasy PBeM of social climbing, duelling and adventure

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Appointments

Temples

Guilds

Ladies

Adventures

Decisions

HOUSE RULES

Year 2088, Anno Cantabria: Outbreaks of the Great Plague continued throughout Cantabria; Areas around Haltby suffered Zombie attacks; Lord Baronet of the Red Mountains Hold dismissed his dwarf Castellan for embezzlement and retired to Halls in another Realm; Arch-Duke Arch-Mage of Chia, decreed Guild Mages maintain neutrality in Cantabrian affairs – thus beginning “The Chiavelli”...

2089: January, February, March, April, May, June, July & August,


THE LEAGUE OF GLORY

Name

SL#

Social Level

Heritage & Notes

Crowns

Allow.

Player

Algernon Tuft

7

Honoured Gentleman

Commoner, Child of V Wealthy Merchant. Lately of Sprit.

496

50

PeterW

Scorpio Undrentide

7

Honoured Gentleman

Noble, 1st Son of impoverished Knight. From Sprit, in trade, secretive.

650

0

Mike

Corban Oakenfoot

5

Proper Gentleman

Gentleman, 2nd son, V Wealthy. Anti-orc, anti-Royalist, anti-Traditionalist.

958

125

James

Hiram T Hackenbush

5

Proper Gentleman

Commoner, 2nd son of Merchant (avg). From Pihsa, lately Orporto.

33

20

PeterT


COURT AND SOCIAL

Being in the Main the Activities of Several Gentleman Adventurers during September 2089


Events:
His Majesty King Mark considers bestowing Titles upon exceptional Heroes of the Campaign:
Captain Scorpio Undrentide of the Red Mountaineers [6+ rqd, roll... 1] receives a pat on the back.
Captain Algernon Tuft of the Warlord of Raz's Cuirassiers [6+ rqd, roll... 2] also receives a pat on the back.
Famine strikes, as the harvest fails in the County of Didleby/Portby of the Raz Republic.
Upkeep in the City of Raz for the season will be +10Cr per month, per man and horse!
A nest of diseased dwarves are driven out of Cetin, in the Duchy of Duettin.
Investments pay dividends, resulting from the Summer Military Campaign: Arms +80% (7 brigades), Finance -60% (7 brigades), Commerce +20% (avg. army outcome B).
Official appointments made: None.

The Sheriff of Riss leads local Levies to put down revolting peasants near Jasmalin [MA7, roll 3, Outcome C]. The result is Inconclusive, but the Sheriff escapes unharmed.





Scorpio Undrentide - Honoured Gentleman (SL7) [MikeC]
1st Son of an Impoverished Nobleman (Knight), a Captain in the Red Regiment, Male Human Str17,Int15,Wis9,Dex13,Con11,Cha9,Siz10 Ht 5'10, Wt 10st, HP=5
Favours: None.

Crowns

Status


Activities

1488

0


B/F

12

4


Scorpio receives his due as a Captain in the Red Mountaineers Regiment.

0

0


Scorpio receives no allowance

-14

0


Scorpio supports himself as befits an Honoured Gentleman

-15

3


Scorpio pays his tithe to the Mielikki Temple.

-25

5


Scorpio pays his dues to the Masonic Brotherhood.

-5

0


Scorpio maintains 1 Horse (3 Cr) and a Groom (2 Cr)

0

6


Scorpio is a celebrated Hero (Hardale Assault, Hardale Campaign)

-7

1


Scorpio indulges in Conspicuous Consumption

-770

-


Scorpio repays his loans to Shylock the Usurer – even though the dwarfen cur demands extra, as 'interest'!

-7

1


Week 1 : Scorpio visits his Guild and Carouses.

0

0


Week 2 : Scorpio worships at the Mielikki Temple. The Lady of the Forest is pleased.

-7

1


Week 3 : Scorpio visits his Guild and Carouses.

-----

-----



650

22


Scorpio continues at the Social Level of an Honoured Gentleman (7). Favours Gained: None.





Algernon Tuft - Goodly Gentleman (SL6) [PeterW]
Child of a Very Wealthy Merchant Commoner, a Captain in the Raz Regiment, Male Human Str16,Int7,Wis7,Dex11,Con13,Cha12,Siz9 Ht 5'2, Wt 8.25st, HP=6
Favours: F2(Kethleen).

Crowns

Status


Activities

506

0


B/F

14

5


Algie receives his due as a Captain in the Warlord Raz Cuirassiers Regiment.

50

0


Algie receives his allowance

-12

0


Algie supports himself as befits a Goodly Gentleman

-10

2


Algie pays his tithe to the Freya Temple.

-20

4


Algie pays his dues to the Bardic Beguiling Company.

-5

0


Algie maintains 1 Horse (3 Cr) and a Groom (2 Cr)

-27

4


Algie sends little what-nots to Baronette Kethleen Muleteer of Candahar

0

9


Algie is a celebrated Hero (Grafton Zombies, Hardale/Veloii)

0

0


Week 1 : Algie visits the lady Baronette Kethleen Muleteer of Candahar and enjoys her Female Companionship.

0

0


Week 2 : Algie practices the Sabre at his regiment. [39%, roll 84, +6 = 45%]

0

0


Week 3 : Algie practices the Sabre at his regiment. [45%, roll 37, no increase]

0

0


Week 4 : Algie practices the Sabre at his regiment. [45%, roll 02, no increase]

0

1


Algie exercises his Wit: "I would say something witty, but I can't think of anything at the moment."

-----

-----



496

25


Algie RISES to the Social Level of an Honoured Gentleman (7). Favours Gained: None.





Corban 'Oakenfoot' of the Hold - Proper Gentleman (SL5) [JamesW]
4th Son of a Very Wealthy Gentleman, a Captain in the Red Regiment, Male Human Str17,Int7,Wis9,Dex5,Con12,Cha14,Siz15 Ht 5'10, Wt 10st, HP=9
Favours: None.

Crowns

Status


Activities

866

0


B/F

12

4


Corban receives his due as a Captain in the Red Mountaineers Regiment.

125

0


Corban receives his allowance

-10

0


Corban supports himself as befits a Proper Gentleman

-10

2


Corban pays his tithe to the Demeter Temple.

-20

3


Corban pays his dues to the Merchant-Adventurers Guild.

-5

0


Corban maintains 1 Horse (3 Cr) and a Groom (2 Cr)

0

-2


Corban did not enjoy any female companionship this month.

-----

-----



958

7


Corban continues at the Social Level of a Proper Gentleman (5). Favours Gained: None.





Hiram T Hackenbush - Gentleman (SL4) [PeterT]
4th Son of a Merchant Commoner, a Sergeant in the Sarc Regiment, Male Human Str10,Int10,Wis10,Dex10,Con10,Cha10,Siz10 Ht 5'10, Wt 10st, HP=5
Favours: F2(Harriet).

Crowns

Status


Activities

72

0


B/F

4

0


Hiram receives his due as a Sergeant in the Sarcophraz Pikes Regiment.

20

0


Hiram receives his allowance

-8

0


Hiram supports himself as befits a Gentleman

-10

2


Hiram pays his tithe to the Demeter Temple.

-

-


Hiram refuses to pay his dues to the Thieves Guild, and thus resigns.

-21

4


Hiram sends little what-nots to Miss Harriet Capracornia of Sprit

0

4


Hiram is a celebrated Hero (Hardale Assault)

-20

3


Week 1 : Hiram joins the Merchant-Adventurers Guild.

-4

1


Week 2 : Hiram visits his Guild and Carouses.

0

0


Week 3 : Hiram worships at the Demeter Temple. May the Lady of Plenty sustain him and his friends – in particular, the Lady Harriet.

0

0


Week 4 : Hiram visits the lady Miss Harriet Capracornia of Sprit and enjoys her Female Companionship.

0

1


Hiram exercises his Wit, Regailing Harriet with stories of Derring-do from his adventures during the Hardale Campaign and impressing her with the size of his Halberd.

0

0


Hiram has NO TIME LEFT to be ON DUTY! Sergeant Hiram did insufficient duty with the Sarcophraz Pikes – and is drummed-out of the regiment!

-----

-----



33

15


Hiram RISES to the Social Level of a Proper Gentleman (5). Favours Gained: None.



NEXT:
October 2089 Gentlemen, your Referee would be obliged if actions for this month could be submitted by 10.30pm, 19th July 2014.
THE ROYAL INQUISITOR may find it a convenient time to denounce traitors to the Crown....

CHIAVELLI - The Setting: Southern Cantabria, Republic of Raz and nearby lands



Chiavelli Map - Political Version

The Great Plague has splintered the but recently re-united Kingdom of Cantabria into various rival states, and its peoples into many warring factions.

The old Duchy of Veloii, royalists loyal to the Cantabrian Throne; the New Republic of Raz, rebellious democratic upstarts; the Dwarven Hold of Gold, of dubious loyalties; the Grand Duchy of Duettin, heart of the old kingdom; Tribes of Spider Orcs, seizing and pillaging the mountain lands; the zombie Papacy of Zud, ruthless enforcers of orthodoxy; the Duchy of Uradili, faded home of the now-dead emperor; colonies of foreign Municipians, invading across the eastern gulf; and more. Royalists, Imperialists, Republicans, Foreigners; Religious Traditionalists, Reformists, Non-conformists – zombie-haters and zombie masters; and racial groups - the area is human-dominated, and other races are distrusted: Some suspect Elves of cynically manipulating human affairs, Dwarves of causing the Great Plague, and Orcs constantly threaten to pillage or even conquer the realm!

From afar, in the once-capital city of Canton away to the northwest, King Mark XXVIII notionally reigns over all. But his rule extends only as far as his vassals and political machinations can reach. To the northeast, the ArchDuke of Chia – the Arch-Mage – wields perhaps even greater power from that magical city. It is said whichever faction gains supremacy over the lands of Southern Cantabria will win his approval – and perhaps the kingship.

Amidst this turmoil of constant war and ever-shifting alliances, called by some “The Chiavelli”, characters of ambition seek to rise...


THE ESSENTIAL RULES - Social Level and Status
Mostly as per standard
En Garde! rules but slightly adapted to the setting. You can read them and/or ask me via email.

SOCIAL LEVEL & STATUS
Most important in those rules is your character's
SOCIAL LEVEL (SL) - which measures how highly-regarded they are by other members of society.
That need not be paramount, however, as this is a more wide-ranging RPG - your characters may have any goals you choose. But
SL still affects interactions with non-player characters, such as when joining a regiment, guild or temple, or being promoted to a higher rank, or a title.

20

The King


12

Viscount


4

Gentleman

19

Crown Prince / Arch-Duke


11

Baron


3

Commoner / Tradesman

18

Prince / Cardinal


10

Knight


2

Peasant

17

Grand Duke


9

Noble Gentleman / Baronet


1

Humble Peasant

16

Duke


8

Most Honoured Gentleman


0

Lowly Peasant

15

Marquis


7

Honoured Gentleman


-1

Snivelling Peasant

14

Earl


6

Goodly Gentleman


-2

Revolting Peasant

13

Count


5

Proper Gentleman





To maintain
Social Level you need that many points of STATUS each month, otherwise SL decreases by one. SL increases by one if you get Status at least equal to the next Social Level x 3 in a month. Status doesn't carry forward.

Status is gained from your position in society: membership of a Regiment, a Guild, a Temple, and/or Appointments held. Also from activities, courting ladies, carousing, conspicuous consumption, excessive gambling, heroic achievements on campaign or adventure, besting rivals in honourable combat, exercising your wit... and anything else you can think of?

CHARACTER CREATION
Choose a name, and a home town/area. Generate characteristics as usual for
RuinQuest, with 4d6 best 3 (unlike standard EnGarde!). Also roll 1d6 for Military Ability. Then roll on the Birth Tables (as per standard EnGarde! page 32) reproduced for convenience here.

INFLUENCE & FAVOURS
Non-player characters make many decisions: who gets appointed to a position, how many brigades go on campaign, should one regiment replace another, whether to execute a character for treason... Decisions by NPCs are D6 rolls versus a certain target number (which may be over 6). These decisions can be influenced by
FAVOURS. Favours can be gained from your Social Level, posts held, ladies wooed, and some other sources.

Each Favour has a “level”, from just F1 which can influence a Captain or Major, up to F9 - which can sway the King!

The King

Prince/Cardinal

Minister/FieldM.

General

Lieutenant-Gen.

Brigadier-Gen.

Colonel

Lieutenant-Col.

Major/Captain

F9

F8

F7

F6

F5

F4

F3

F2

F1

Each favour gives a +/-1 modifier. More than one can be spent, and higher-level favours give extra bonus: e.g. influencing a Colonel (normally F3 required) with an F7 Favour (4 higher than needed) would give a +/-5 modifier. Favours may be combined, for example two F3 Favours make one F4.
Favours are held to be even more powerful than gold [although bribery may be possible and, if effective, have similar effect].

GOLD - Money is measured in Gold Crowns, which are very valuable in the Cantabrian area. They are equivalent to Gold Pieces of D&D.

REGIMENTS – In these troubled times, respectable able-bodied persons are expected to enlist in one of the various military regiments. Lower ranks must spend time on duty, but officers are free to pursue other activities – unless the regiment goes on campaign, in summer. Ranks may be purchased.

GUILDS – Guilds are rather like clubs for artisans, and gentlemen of appropriate social standing. Social activities such as drinking, gambling and pleasurable company are available. Being seen partaking of such is vital to anyone wishing to retain or gain standing in society.

TEMPLES – Membership of a temple brings status and requires tithes, but can also be of other benefit: healing, ransoming, etc, depending on the deity. This is simply Lay membership of the faith. But honour must be upheld, and members of rival faiths must be challenged whenever encountered.

THE LADIES – Certain ladies across the realm are known to appreciate the attentions of dashing young persons. Association with these damsels brings many rewards, including the approbation of society. (Lack of female companionship loses status, -2SP/month). So these lovelies are certainly worth the wooing, and winning.

DUELS – If you encounter social rivals on your adventures, there is honour to maintain. Members of enemy regiments or temples met, or those courting your lady, or anyone insulting yourself or things you hold dear – must be challenged to combat of the field of honour. Or you will lose face...

Examples of Sufficient Cause to Duel:

Status Gains & Losses from Duels:

Meeting a member of an enemy regiment.

Beat member of Neutral regiment: +2

Insulting the regimental friend of a character.

Beat member of Enemy regiment: +5

Courting the same lady (if character of lower social level does not withdraw).

Beat member of Friendly regiment: -1

Committing an indiscretion with another's mistress.

Lose to member of Enemy regiment: -2

A noble meets a non-noble who is 4+ SL above him.

Refuse a challenge which has cause: -SL/2


Opponent refuses challenge which has cause: +2

A character who has cause but does not challenge loses status equal to SL/2.

Challenge with insufficient cause: -2


Kill opponent: +2


The winner of a duel increases their skill and defence (?).



THE CHIAVELLI” - Campaign Rules
Rules are based on
'En Garde!' (classic game of renaissance social climbing/duelling), adapted to the fantasy setting.

Players have one or more characters and may choose four activities to attempt each game month, each taking about a week. Time scale is about double the real world, thus allowing campaign history to progress yet not ageing characters too fast. So a game-month will occur roughly every two real weeks. If the schedule sounds too tight, don't worry: default actions apply if none are given in time for a month; and if chances are missed, that's just realistic!

OVERVIEW
The standard rules allow characters to pursue a military career, woo fine ladies, gain political influence, perhaps winning wealth, high office and titles – all the while carousing and wenching their fill – and cutting down social rivals with wit and sword. Extended rules allow characters to join a guild, display their faith at a temple, and serve in a variety of local public appointments.
[Future rules may allow civilian careers in the guilds, forging a mercantile empire by developing the lands, and adventuring.] All this is now possible for your heroes!

WHAT TO DO
Join a Regiment – you will not be taken seriously in society otherwise. Purchase Captain or Major rank if possible, or you must spend time on duty.
Let the GM know the Temple and/or Guild to which you wish to belong initially. (You can change later, but being a member from the outset will hopefully prevent artificial loss of social levels during game start-up).
Then visit the Bawdyhouse, dally with the doxies for female companionship, carouse (+1SP), and perhaps gamble.
Finally, perhaps court a lady who takes your fancy – and to whom you are not socially unacceptable...

Additionally, everyone is expected to “Exercise Wit” (a free action) – which should be some sort of contentious, yet funny, remark which risks inviting a challenge from any who may feel insulted. Keep it short! The GM will award a bonus (+1SP) to wit which particularly amuses him.

That should see you through the first month on the social scene, and should give the feel of things. Thereafter, you're on your own. Good luck!

EXAMPLE ORDERS:


Dan the Dwarf – January 2091
Week 1: JOIN REGIMENT Red Mountaineers Regt as Captain
Week 2: VISIT GUILD Sword Brothers with Zelinus to Carouse and Gamble: 3 bets of 200gp, Cut@6
Week 3: COURT A LADY Countess Ruth of Dentelles, +36gp extra
Week 4: VISIT BAWDYHOUSE and Dally with the Doxies, take 20gp, no gambling
EXERCISE WIT “How do you confuse an Orc? Tell it the Uradilians are advancing!”


EXAMPLE RESULTS – A MONTHLY REPORT:

Being in the Main the Activities of Several Gentleman Adventurers during January 2091



Sword-Lord Zelinus Duetti [PeterW] (SL13 = Count)
1st Child of a Very Wealthy Nobleman (Duke), a Captain in the Sword Regiment, Male Human
Favours: 3xF3(SL).
Crowns Status Activities
15 4 B/F
+8 +0 Zel receives his due as a Captain in the Sword Brothers Regiment.
+38 +0 Zel receives his allowance
-26 +0 Zel supports himself as befits the social equal of a Count
-20 +4 Zel pays his tithe to the Sif Temple.
-5 +0 Zel maintains 1 Horse (3 Cr) and a Groom (2 Cr)
+0 +2 Zel is a celebrated Hero (Tomb Of Horrors, Slew Acererak)
+0 -2 Zel did not enjoy any female companionship this month.
----- -----
10 8 Zel falls to the Social Level of a Viscount (12). Favours Gained: F3(SL).



ACTIONS

JOIN REGIMENT Regiment [RankPurchased] [Reg2, Reg3...]
APPLY FOR APPOINTMENT Name
RESIGN APP/REG Name
JOIN GUILD GuildName
LEAVE GUILD GuildName
VISIT GUILD GuildName GuestOf/- Guests CarouseY/N NumOfBets AmtOfBets CutLevel
VISIT BAWDYHOUSE CashTaken DallyY/N NumOfBets AmtOfBets CutLevel
COURT LADY LadyName ExtraSpent
VISIT LADY LadyName
JOIN TEMPLE Name
LEAVE TEMPLE Name
BORROW MONEY FromWhom Amount (May borrow from a player-character or SHYLOCK)
CONSPICUOUS CONSUMPTION Amount (Certain multiples of your Social Level
INFLUENCE Who ToDoWhat Favour1 [Fvr2...] (Favours can combine to greater level: e.g. F4+F4=F5)
PRACTICE WeaponName (May improve skill)
ON DUTY (Privates must be On Duty for 2wks/month, Sgts 1wk/mth)
BUY HORSES Number (100Cr each. Required for officers)
SELL HORSES Number (50Cr each when selling)
EXERCISE WIT Witticism (May give status, if GM amused)
MISC FreeText (For special use to do ANYTHING!)
LEND MONEY Recipient Amount
REPAY MONEY Recipient Amount
DEMAND REPAYMENT From Amount
VOLUNTEER [GoSelfY/N] [Units...] (Go on campaign out of season, to the Frontier)
REQUEST LEAVE (Leave of Absence from regiment)
ISSUE CHALLENGE Name Reason Taunt (To fight a duel)
MAKE INVESTMENT Amount Type (Arms/Finance/Commerce. Multiples of 1000Cr)
LIQUIDATE INVESTMENT Amount Type (Minus a 10% 'Liquidation Fee')
BRAVERY Modifier DeathLimit (Set Recklessness/Poltroonery modifier & Death Limit)
BRIBE ?
BUY/SELL/GIVE STUFF ?

REGIMENTS
Gentlemen will find that a career in the military offers the best opportunities for advancement. Regimental Table A lists the names of the regiments and the minimum die roll needed to be accepted into that regiment per social level. This die roll may be modified by influence with the regimental commander [Colonel: F3 rqd]. If the regiment is commanded by a player, no roll is required: the commander decides who is accepted. The candidate must meet all minimum criteria for acceptance into the regiment.

REGIMENTAL TABLE

C – Regimental Details

A – Application - Roll rqd per Social Level:

(EG)


(Abbr)

Friend

Enemy

Weapon

Brigade

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16


Royal Foot Guards

(Royal)

Kings

-

Rapier

Br. of Guards

-

-

-

-

-

-

5

5

4

4

3

3

2

2

1

1

(=)

Cardinal's Guard

(Cards)

-

Kings

Rapier

Br. of Guards

-

-

-

-

-

5

5

4

4

3

3

2

2

1

1

0

(=)

King's Halberdiers

(Kings)

Royal

Cards

Rapier

Br. of Guards

-

-

-

-

-

5

5

4

4

3

3

2

2

1

1

0

(KM)

Dragoon Guards *

(Drag)

Duet

Queen

Sabre

Horse Guards

-

-

-

-

5

5

4

4

3

3

2

2

1

1

0

0

(=)

Queen's Own Lancers *

(Queen)

Raz

Drag

Sabre

Horse Guards

-

-

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

(QOC)

Archduke of Chia's Cuirassiers *

(Chia)

Red

Duet

Sabre

Heavy Brigade

-

-

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

(ALC)

Warlord Raz's Cuirassiers *

(Raz)

Queen

Sarc

Sabre

Heavy Brigade

-

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

-1

(CPC)

Red Mountaineers

(Red)

Chia

Urad

Battleaxe

1st Foot Br.

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

(RM)

Grand Duke of Duettin's Dragoons *

(Duet)

Drag

Chia

Sabre

Dragoon Br.

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

(GDMD)

Republic Halberdiers

(Repub)

Haby

Velo

Rapier

1st Foot Br.

5

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

(PM)

Brandon Pikes

(Brand)

Sarc

Haby

Rapier

2nd Foot Br.

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

(13F)

Princess Belunia's Light Dragoons *

(Belu)

Urad

Quaz

Sabre

Dragoon Br.

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

(PLLD)

Sarcophraz Pikes

(Sarco)

Brand

Raz

Rapier

2nd Foot Br.

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

(53F)

Haby Halberdiers

(Haby)

Repub

Brand

Rapier

3rd Foot Br.

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

(27M)

Veloii Partizans

(Velo)

Quaz

Repub

Rapier

3rd Foot Br.

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

(4A)

Uradili Partizans

(Urad)

Belu

Red

Rapier

4th Foot Br.

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

-4

(69A)

The Quazqueton Regiment

(Quaz)

Velo

Belu

Rapier

4th Foot Br.

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

-4

(TGR)

Frontier Levies

(Front)

-

-

-

Frontier

A

U

T

O

M

A

T

I

C








(FRs)

Royal North Highland Border Regt.

(RNHB)

-

-

-

Frontier

S

P

E

C

I

A

L










(=)

(* Cavalry regiments)























A player who unsuccessfully attempts to join a regiment may apply to other regiments in the same week, but may only apply to regiments of lower social standing than the one to which he has been denied admission. The social standing of the regiments is the order in which they are listed on Regiment Table A, the Royal Foot Guards being the highest, and the Frontier regiments the lowest. For every two rejections, the character must subtract one from his die roll on subsequent regimental applications.
The character has the option to buy an officer's commission provided he has the social level and the money to do so. A rank up to and including that of major may be bought immediately upon entry into the regiment, providing the character meets all other requirements. Regimental Table B lists the minimum social level, status points received monthly, pay per month, and price required to purchase a particular rank. The price to purchase is the amount of money it takes to receive that rank from the rank immediately below it. In order to initially buy a majority, for instance, a character would have to pay the costs of the rank of captain and subaltern in addition to the cost of major. For the ranks of lieutenant-colonel and above, commissions may not be bought initially.

REGIMENTAL TABLE B – Requirements, Pay & Status

Regimental Ranking* -

1

2

3

4

5

6

7

8

9

10


* Each Regiment uses one of these columns as follows:
1 Royal Foot Guards;
2 King's Halberdiers, Cardinal's Guard;
3 Dragoon Guards;
4 Queen's Own Lancers, Archduke Chia's Cuirassiers;
5 Warlord Raz Cuirassiers;
6 Red Mountaineers, Grand Duke Duettin's Dragoons;
7 Republic Halberdiers;
8 Brandon Pikes, Princess Belunia's Lt Dragoons;
9 Sarcophraz Pikes, Haby Halberdiers, Veloii Partizans;
10 Uradili Partizans, Quazqueton Regiment.

Private

7

6

5

4

3

2

-

-

-

-

Min Social Level


-

-

-

-

-

-

-

-

-

-

Purchase Price


12

10

10

8

8

6

4

4

2

2

Monthly Pay


6

5

4

3

3

2

1

0

0

0

Monthly Status













Subaltern [Sergeant]

8

7

6

5

4

3

2

2

-

-

Min Social Level


140

130

120

110

100

90

80

70

60

50

Purchase Price


16

14

14

10

10

8

6

6

4

4

Monthly Pay


7

6

5

4

4

3

2

1

0

0

Monthly Status













Captain

9

8

7

6

5

4

3

3

2

2

Min Social Level


150

140

130

120

110

100

90

80

70

60

Purchase Price


18

16

16

14

14

12

10

10

8

8

Monthly Pay


8

7

6

5

5

4

3

2

1

0

Monthly Status













Major

10

9

8

7

6

5

4

4

3

3

Min Social Level


170

160

150

140

130

120

110

100

90

80

Purchase Price


22

20

20

18

18

16

14

14

12

12

Monthly Pay


9

8

7

6

6

5

4

3

2

1

Monthly Status













Lieutenant-colonel

11

10

9

8

7

6

5

5

4

4

Min Social Level


190

180

170

160

150

140

130

120

110

100

Purchase Price


26

24

24

22

22

20

18

18

16

16

Monthly Pay


10

9

8

7

7

6

5

4

3

2

Monthly Status













Colonel

12

11

10

9

8

7

6

6

5

5

Min Social Level


240

230

220

210

200

190

180

170

160

150

Purchase Price


30

28

28

26

26

24

22

22

20

20

Monthly Pay


11

10

9

8

8

7

6

5

4

3

Monthly Status


Members of cavalry regiments and captains of any regiment must buy one horse and equipment. Majors and above in any regiment must buy three horses and equipment. Anyone who buys a horse must also hire a groom and pay support on a monthly basis. A horse costs 100 crowns, and requires support of 3 crowns per month. A groom must be paid 2 crowns per month, but only one need be hired, regardless of how many horses are to be cared for.
Characters with the rank of private must spend two weeks of each month on duty with their regiment: cleaning stables, mounting guard, polishing equipment, and so on. While on duty, they may undertake no other action. Subaltems
[Sergeants] must spend one week of every month on duty supervising the privates, while officers above the rank of subaltern need not spend any time on duty at all. Privates and subalterns [sergeants] may be excused from duty by the permission of their battalion commanders. A non-player battalion commander will excuse a player from one week of duty on a roll of 5 or greater on one die. This may be modified by influence [Lieutenant-colonel (1st battalion/squadron): F2 rqd; Major (2nd/3rd battalion/squadron): F1 rqd].

Each regiment is a component of a specific brigade. Brigades and their component regiments are listed on Regiment Table C
[included in Table A, above]. Brigades are important in determining which regiments go on campaign.



FORCE COMMITMENT Minister of State decides (FEB)


FORCE DEPLOYMENT Minister of War decides (FEB)


1

2

3

4

5

6

'7'


1

2

3

4

5

6

Brigade of Guards


Y


Y



Y


S

A

D

F

F

F

Horse Guards


Y




Y

Y


S

F

F

F

F

F

Heavy Brigade


Y


Y


Y

Y


S

D

F

F

F

F

Dragoon Brigade


Y


Y

Y


Y


S

D

F

F

F

F

1st Foot Brigade

Y

Y



Y

Y

Y


S

A

A

D

F

F

2nd Foot Brigade


Y

Y

Y

Y


Y


S

S

A

D

F

F

3rd Foot Brigade

Y

Y

Y

Y


Y

Y


S

S

A

D

F

F

4th Foot Brigade

Y


Y

Y

Y

Y

Y


S

S

A

D

D

F

Frontier Levies

Y

Y

Y

Y

Y

Y

Y


S

D

A

S

D

F

RNHB Regt

Y

Y

Y

Y

Y

Y

Y


S

A

A

D

F

F

S = Siege, A = Assault, D = Defence, F = Field Operations

CAMPAIGN OUTCOME
Officers commanding regiments and higher units exert a sufficient amount of initiative that their action affect the outcome of the campaign.
Campaign battle results determination begins at the highest level and proceeds to the lowest. That is, first the Army, then Division, Brigade and Regiment. Battle results are determined by roll of a die cross-indexed on the Battle Results Table with the commander's modified Military Ability (M.A.). If a commander obtains a result of A or B then his subordinates roll as if their M.A. were one greater; but on an E or F they roll as if it were one less. (The modifiers are cumulative).



BATTLE RESULTS

Die Roll



1

2

3

4

5

6

M.A.

1

F

F

E

D

D

C

2

F

E

E

D

C

C

3

F

E

D

C

C

B

4

E

E

D

C

C

B

5

E

D

D

C

B

B

6

E

D

C

C

B

A

7

D

D

C

B

B

A

8

D

C

C

B

A

A

9

D

C

B

B

A

A

10

C

C

B

A

A

A







PERSONAL OUTCOMES (target numbers rolled with 2d6)

Action

Result

Interpretation

D
Death

M
Mention

P Promotion

C
Crowns










Siege

A

Success – siege works

10+

11+

9+

9+

3d6x100


B

Success – storming party

8+

9+

7+

8+

4d6x100


C

Inconclusive

11+

12+

10+

11+

2d6x100


D

Inconclusive

11+

12+

10+

12+

1d6x100


E

Broken by sortie

9+

10+

8+

-



F

Scattered by sortie

7+

8+

6+

-










Assault

A

Victorious

9+

9+

8+

4+

4d6x100


B

Bloody victory

8+

7+

7+

5+

6d6x100


C

Pyrrhic victory

7+

6+

6+

6+

4d6x100


D

Inconclusive

9+

11+

8+

-



E

Repulsed

8+

9+

7+

-



F

Crushed

6+

8+

5+

-










Defence

A

Enemy scattered by sortie

9+

9+

8+

7+

2d6x100


B

Enemy broken by sortie

8+

10+

7+

9+

2d6x50


C

Inconclusive

10+

12+

9+

12+

1d6x50


D

Inconclusive

10+

12+

9+

12+

1d6x50


E

Falls to storming party

6+

7+

5+

-



F

Falls to siege works

7+

11+

6+

-










Field Ops

A

Enemy Crushed

10+

9+

9+

8+

2d6x50

B

Enemy driven from field

10+

10+

9+

9+

2d6x100


C

Inconclusive

9+

12+

8+

10+

2d6x50


D

Inconclusive

8+

12+

7+

11+

1d6x50


E

Own side driven from field

7+

10+

6+

12+

1d6x50


F

Own side crushed

6+

7+

5+

-






PERSONAL MODIFIERS (to dice rolls)


D

M

P

C

Royal Foot Guards

-3

-

-1

+2

Cardinal's Guard

-2

-

-

+1

King's Halberdiers

-2

+1

-

+1

Dragoon Guards

-2

+1

-

+1

Queen's Own Lancers

-2

-

-

-

Archduke's Cuirassiers

-2

-

-

-

Warlord's Cuirassiers

-1

+1

+1

-

Red Mountaineers

-1

-

-

-

Gd Duke's Dragoons

-1

-

-

-

Republic Halberdiers

-

-

-1

-

Brandon Pikes

-

-

-

-

Princess' Lt Dragoons

-

-

-

-

Sarcophraz Pikes

-

-

-

-

Haby Halberdiers

-

-

-

-

Veloii Partizans

-

-

-

-

Uradili Partizans

+1

-

-1

+2

Quazqueton Regiment

+1

-

-1

+2

Frontier Levies

+1

-

-1

+1

RNH Border Regiment

+1

+2

+1

+2






Private

-

-

-

-

Sergeant

-1

-

-

+1

Captain

-1

-

-

+1

Major

-2

-

-

+2

Lieutenant-Colonel

-2

-

-

+2

Colonel

-2

-

-

+2

Brigadier

-3

-

+1

+4

Lieutenant-General

-4

-

-

+5

General

-5

-

-

+6

Brigade Commander

-1

-

-

+1

Division Commander

-2

-

-

+2

Army Commander

-4

-

-

+3



APPOINTMENTS
There are certain positions of responsibility and honour in the military and in the government, of which capable men may make use to further their careers.

GOVERNMENT APPOINTMENTS TABLE

Appointment

Rank (min.)

SocLvl

Status

Add. Pay

Favours Gained

No.

Who Appoints

When

Die Roll

Notes

Minister of State

General/Count

12

20

150

F9 & F9

1

King

-

9


Minister of War

Lt.Gen/Viscount

12

18

100

F8 & F9

1

King

-

8


Chancellor of the Exchequer

Brigadier/Baron

10

14

50

F7 & F8

1

Minister of State

-

7


Minister w/o Portfolio

Brigadier/Baron

10

16

50

F9

any

Minister of State

-

7


Minister of Justice

Brigadier/Baron

8

12

50

F7

1

Minister of State

-

7


Warlord of Raz

Lt.Gen/Viscount

10

14

10

F5

1

King

-

6

(City Mil. Gov.)

Sheriff of a Shire

Lt.Gen/Viscount

8

6

10

F3

5

King

-

6

(Prov.Mil.Gov)

Royal Inquisitor

Colonel/Knight

6

6

50

F7

1

Minister of State

-

8

(Com.Pub.Saf.)

Inquisitor's Ferret

Commoner (max.)

1

0

5

-

2

Royal Inquisitor

-

8

(Ferret)



MILITARY APPOINTMENTS TABLE

Appointment

Rank (exact)

SocLvl

Status

Add. Pay

Favours Gained

No.

Who Appoints

When

Die Roll

Notes

Field Marshal

General

12

20

45

F9?

1

King

JAN

**

(** if promoted)

Army Commander

General

9

14

50

F5

1/army

Field Marshal

MAR

7


Lord-Captain of Chivalry

Lt. Gen

12

18

25

F6

1

Minister of War

FEB

6

(Ins.Gen. Cav.)

Lord-Captain of Yeomanry

Lt. Gen

10

16

25

F6

1

Minister of War

FEB

6

(Ins.Gen. Inf.)

Adjutant General

Lt. Gen

8

14

25

F6

1

Field Marshal

MAR

6


Division Commander

Lt. Gen

8

10

-

F4

1/divsn.

Adjutant General

APR

6*

* MA modifies

Brigadier

Brig. Gen

6

6

*

F3

1/brgd.

Lord-Captain of C./Y.

MAR

5


Quarter-Master General

Brig. Gen

6

8

5

F4

1/army

Army Commander

APR

7


Army Adjutant

Colonel

5

8

-

F3

1/army

Army Commander

APR

7*


Division Adjutant

Lt. Col.

4

6

-

F2

1/divsn.

Division Commander

MAY

6*


Aide to Field Marshal

Lt. Col.

8

10

-

F4

1

Field Marshal

MAR

7


Brigade Major

Major

3

4

*

F1

1/brgd.

Brigadier

APR

6*


Aide to General

Major

6

6

-

F3

1/Gen.

General

-

7


Regimental Adjutant

Captain

3

3

-

F1

1/regt.

Regt. Cmndr (Col.)

MAY

5*


Aide to Lt. General

Captain

4

4

-

F2

1/LtGen

Lieutenant General

-

7


Captain of King's Escort

Captain

9

9

-

-

1

Warlord of Raz

-

6

Royal Ft.Gds

Captain of Cardinal's Escort

Captain

5

5

-

-

1

Sheriff of Haby

-

6

Cardinal's Gd

Aide to the Crown Prince

Captain

9

9

-

F8

1

Crown Prince

-

7


Ensign of King's Escort

[Sergeant]

9

5

-

-

1

Warlord of Raz

-

6

Royal Ft.Gds

Ensign of Cardinal's Escort

[Sergeant]

6

4

-

-

1

Sheriff of Haby

-

6

Cardinal's Gd

Aide to Brigadier

[Sergeant]

2

3

-

F1

1/BrGen

Brigadier

APR

7


Trooper of King's Escort

Private

8

3

-

-

any

Captain of K's Escort

-

6

Royal Ft.Gds

Trooper of Cardinal's Escort

Private

5

2

-

-

any

Captain of C's Escort

-

6

Cardinal's Gd

TEMPLES
Joining a Temple is generally expected in society, but the choice runs the risk of making enemies with those of opposed faiths. Tithes must of course be paid, however there are certain benefits. Nearly all temples give Healing (Light 10Cr, Serious 100Cr, Grievous 250Cr, Disease 100Cr, Raise 500Cr) and each has their own special benefit in addition. To receive the benefits, including healing, a week spent in Worship is usually required (and perhaps extra donations).

TEMPLE

Rank

MinSL

Tithe

Status

Enemy

Benefits

Comments

Ukko

1

10

30

7

Godless characters

APPOINT

King of the Gods. Members must be titled, or of titled family. Worship gives +1 bonus to any applications for appointments this month.

Ilmatar

2

8

25

5

-

HEALING

Goddess of Healing. White-robed pacifists. All healing is half-price.

Hiisi (Hel)

3

6

20

4

Sif, Mitra

DISEASE

God of Night, husband to Hel, Goddess of Death. Worship gives immunity: Disease is sent to another character (random). Does not cure disease, nor Raise the dead.

Mitra

3

6

20

4

Set, Ukko

IMMUNITY

Municipian lion god of the sun. Worship gives immunity to poison for this month.

Sif

4

6

20

3

Hiisi, Surma, Loviatar, Set

COMBAT

Goddess of the Sword. Honourable warriors. Worship gives +1 damage bonus in duels this month. Does not Raise the dead.

Mielikki/Elven

4

5

15

3

Dwarven, Surma

FROLIC

Nature goddess. Frolicking counts as Companionship. Does not Raise the dead.

Loviatar

4

5

15

3

Ilmatar, Demeter, Mielikki

ZOMBIES

Goddess of Cold and Pain, consort of Hiisi. Worship deflects zombies onto another character (random). Grants only Light healing.

Heimdall

5

4

10

2

Freya, Set, Mitra

GUARD

Guardian god. Worship gives immunity to footpads – any met this month are avoided, and attack another character (random), instead.

Ahto

5

4

10

2

-

NO ENEMY

God of the Sea. None count him as their enemy.

Set

5

4

10

2

Mitra, Hiisi

POISON

Municipian serpent god of darkness. Worship makes weaponry poisonous this month (+d6 damage if through armour).

Demeter

5

3

10

2

Loviatar

PLENTY

Goddess of Agriculture & Plenty. Immune to Famine effects, and can nominate another to also.

Freya

5

3

10

2

Heimdall

LOVE

Goddess of Love & War. Worship gives +1 bonus on Courtship rolls this month.

Surma

6

-

10

2

Sif, Mielikki, Freya, Ukko

ASSASSIN

Murderous beast of a god. Worship, with suitable donation, and prayers (aloud) for a rival to be struck down are often answered. No healing.

Hephaestus/Dwarven

7

2

5

2

Elven, Heimdall

WORK

Working counts as Companionship, and earns 3Cr. Does not Raise the dead.


GUILDS
Joining a Guild is a good way to gain status, and an even better way to lose money
[due to the opportunities guild houses offer for carousing (purchasing liquid refreshment) and gambling].

GUILD NAME

(Abbr)

Rank

MinSL

Dues

Status

Bet Limit

Divisor

Skill

Benefit

Notes

Mages & Sages Guild

(Mage)

0

7

30

5

500 min

1000

Magic

SPELLS

Magic-users only

Church of Cant

(Cleric)

0

7

30

5

500 min

1000

Orate

MIRACLES

Clerics only

Masonic Brotherhood

(Mason)

1

6

25

5

100 min

500

Masonry

RANK

Elf-friendly. No Orcs/Dwarves

Bardic Beguiling Company

(Bard)

2

5

20

4

200 max

300

Sing

FAME

Singers/Players only

Horse Guards

(Horse)

3

4

20

3

250 max

300

Ride

MILITARY

Cavalry Officers only

Sword Brothers

(Sword)

3

4

20

3

250 max

300

Sword

EXPERTISE

Infantry Officers only

Merchant-Adventurers Guild

(Merc)

3

4

20

3

250 max

300

Bargain

LOOT

Mercenaries

Thieves Guild

(Thief)

4

3

15

2

150 max

200

Sleight

FOOTPAD

Rogues only

Order of Foresters

(Ranger)

5

2

10

2

100 max

150

Track

HERBS

Trackers only

Working Mens Guild

(Worker)

6

1

5

1

50 max

150

Any Common

WORK

No Titled Nobles

SPELLS/MIRACLES – Members can purchase magic spells or clerical miracles, from the standard OD&D lists, at Spell Level2 x 10Cr (double if scroll/potion).
RANK – Members get a +1 bonus on rolls for Promotion when on campaign.
FAME – Members get a +1 bonus on rolls for Mention In Despatches when on campaign.
MILITARY – Members get a chance to improve their Military Ability for each month on campaign
as a volunteer.
EXPERTISE – Members get a chance to improve their Sword Expertise for each month on campaign
as a volunteer.
LOOT - Members get a +1 bonus on rolls for Crowns of Plunder when on campaign.
FOOTPAD – Each member gives a +1 increase to chances for non-members to encounter footpads. Members share 10% of what footpads take.
HERBS – Members can purchase special herbs (see list).
WORK – Members can work for 5Cr per week (but, unlike work at the Hephaestus/Dwarven Temple, it does not count as Companionship).
Guild members can also practice their guild's skill for free. This takes 1 week, as per normal weapon practice. Non-members must pay 1Cr per 5% skill, per week.

THE LADIES
In order to win a lady, a character must go courting and this costs money: three times the lady's social level, per week. Success depends on the difference in social levels between them – see the Mistress Courting Table
(below). The roll may be modified. For each additional amount spent equal to the damsel's Social Level x3, a +1 bonus is gained (unless she is wealthy). Courting is never certain, though – on a roll of 1, regardless of modifiers, the lady rejects the character.



SL

Full Name and Honorific

PetName

Favours

Comments

Beau

16

Ducina Kineva Raederla of Riss

(Kineva)

F7&F8

Very Beautiful & Influential


15

Marquessa Nesrina Heimdalli of Revalli

(Nesrina)

F6

Ugly


15

Gawain Marquis of Haby

(Gawain)

F6&F7

Very Wealthy and Influential


14

Contessa Kelia of Soudal

(Kelia)

F6

Plain


12

Countess Ruth of Dentelles

(Ruth)

F4

Beautiful


11

Baroness Trudy Linklighter of Brandon

(Trudy)

F4&F4

Beautiful & Very Influential


10

The Lady Pandora Helsdottir of Plyby

(Pandora)

F3

Plain


10

Sir Roderic of Woderwick

(Roderic)

F3&F4

Ugly but Very Influential


9

Baronette Kethleen Muleteer of Candahar

(Kethleen)

F2&F3

Influential

Algie

8

Master Maurice Minaur of Shearan

(Morris)

F1

Very Handsome but a nobody


7

Miss Harriet Capracornia of Sprit

(Harriet)

F2

Ugly but Quite Influential

Hiram





MISTRESS COURTING TABLE

Character – Lady Social Level*

Roll Rqd

-6

6+

-5, -4

5+

-3, -2, -1

4+

0, +1, +2

3+

+3 or more

2

* Character Charisma modifier applies.



VOLUNTEERING & ADVENTURING
Characters may go on campaign during non-regular campaign seasons (Spring, Autumn, Winter) by
volunteering. Volunteers remain on campaign until the end of the season. Commanding officers (Captains and above) may volunteer their unit to go along with them. Regimental commanders (Colonels) and above may volunteer only a portion of their command, and if so need not accompany it on campaign. (NPC commanders may agree to volunteer on a roll of 6+, and can be influenced).
Non-regular campaigning is resolved in a similar way to normal campaign for Outcome, Promotion, Mentions in Despatches and Plunder, but each regiment is independent.

Characters may also opt to go Adventuring. This is resolved similarly, but gives two chances for Crowns plunder though no Promotion. Officers may not take/send their units on adventure. It is on a month-by-month basis, not necessarily all season. Players can specify where they adventure and what is encountered (subject to Referee approval/alteration).

EVENTS
Events will occur each season – Summer has the military Campaign, but Spring, Autumn and Winter will have events such as Plague, Famine and Zombie attacks. The events will be centred on a random location, but also affect surrounding areas. Any characters in the area, or who visit it, will be affected. Characters are deemed to spend most of their time around Port Raz, but also visit their home town, their mistress, regimental headquarters, guild house and/or temple for relevant activities.

PlagueAffected characters become diseased. They will only be able to perform 3 actions per month (the 4th week being spent in bed-rest). This lasts until the end of the season, or until cured by clerical intervention at a Temple.

FamineAffected characters must pay increased upkeep costs for themselves and any horses, of +10Cr each per month. Lasts all season. (Else?)

ZombiesThe dead rise from the snowy ground, and attack the living! Able-bodied gentlemen (or would-be gentlemen) are expected to battle at least one of the foul creatures, per month until the end of the season.

Minor Events will also occur each month, in a random location (d6):
1: Monster attacks ; 2: Orc raid; 3: Troublesome weather; 4: Notable assassinated; 5: Anti-dwarf pogrom; 6: Out-of-season Plague/Famine/Zombies.
(Monsters – 1 Kobolds; 2 Goblins; 3 Orcs; 4 Trolls; 5 Giant; 6 Dragon.)


Random Locations (d100):
01-10: Seawick, Kingsport, Cato, Forest of Veloii; Hills of Veloii, Hardale, Rotill, Fishwick, Grillir, Thune,
11-20: Soudal, Airport/Southport, Thun, Draygen; Sprit, The Hold, Sor, Adinos; Red Mountains, Dentelles,
21-30: Bridge; Riss, Sarcophraz, Nechratal; Silverack, Madscar, Revalli, Orlist, Cetin, Duettin Hills,
31-40: Guerin; Orporto; Levi, Unan, Uradili Forest; Haby, Trivilia, Trian, Daret, Brandon;
41-50: Lanen, Bela, Candahar, Dobury, Yorick, Quasqueton, Axen, Booli, Arundel, Belun,
51-60: Didrun, Seandar, Tilsh/Cliffholm; Shearan, Shearwood Forest, Suthan Hills, Grafton; Crasen, Lorquaz, Aklam,
61-70: Haltby, Hutton, Raskport; Raskelf, Woderwick, Withernwick, Thollthorp, Arix, Fordern, Axesig;
71-80: Potters Port/Scarta, Port Raz, Didleby/Portby, Clearcote, Cawnan, Porui; Moltby, Adesit; Bant, Holis,
81-90: Gravby, Finhir, Adeir, Grindale, Ridge, Gonrh, Darf, Crake, Denur, Lexar.
91-00: Re-roll twice.

DECISIONS TIMETABLE
During the early part of each year, those in positions of responsibility in government and the military will make certain decisions. These will usually be non-player characters, but player character may wish to influence their decisions:

January

KING decides location for the Summer Military Campaign.
KING appoints Field Marshal (Gen.) from amongst any Generals who earned promotion in the previous campaign.

February

MINISTER OF STATE determines Force Commitment (which regiments will go on campaign).
MINISTER OF WAR determines Force Deployment (what the regiments will do on campaign).
MINISTER OF WAR appoints Lord-Captains of Chivalry & Yeomanry (Lt.Gen x2).
SHERIFFS (Provincial Governors) raise Winter taxes and quell any resulting unrest (p47).
Last month for investments in ARMS & FINANCE.

March

Spring events occur.
FIELD MARSHAL appoints Army Commanders (Gen.), Adjutant-General (Lt.Gen) and Aide to the Field Marshal (Lt.Col).
LORD-CAPTAIN OF CHIVALRY (Ins.Gen of Cav.) appoints Brigadiers (Brig.Gen) for cavalry brigades going on campaign.
LORD-CAPTAIN OF YEOMANRY (Ins.Gen of Inf.) appoints Brigadiers (Brig.Gen) for infantry brigades going on campaign.

April

ADJUTANT-GENERAL appoints for divisions going on campaign their Division Commanders (Lt.Gen).
ARMY COMMANDERS appoint for each army in the campaign their Quartermaster-General (Brig.Gen) and Army Adjutant (Col.).
BRIGADIERS appoint for each brigade their Brigade Major (Maj.) and Aide to Brigadier (Sgt.).

May

CHANCELLOR OF THE EXCHEQUER manipulates state funds (p48) and designates one Finance Investor as preferred (p28).
QUARTERMASTER-GENERALS make purchases for each army (p47) and each designates one Arms Investor as Arms Supplier (p28).
DIVISION COMMANDERS appoint for each division their Division Adjutant (Lt.Col).
REGIMENTAL COMMANDERS (Colonels) appoint for each regiment going on campaign their Regimental Adjutant (Capt.).
SHERIFFS (Provincial Governors) raise Spring taxes and quell any resulting unrest (p47).
Last month for investments in COMMERCE.

June, July & August

Summer events occur.
The Summer Military Campaign is conducted.
SHERIFFS (Provincial Governors) raise Summer taxes and quell any resulting unrest (p47).

September

Autumn events occur. KING bestows titles upon officers considered worthy for actions during Summer Campaign. From now on, appointment applications may be made for the next year's military campaign. Investments in Arms, Finance & Commerce pay dividends, if any.

October

THE ROYAL INQUISITOR (Commissioner of Public Safety) may find it a convenient time to denounce traitors to the Crown (p47).

November

SHERIFFS (Provincial Governors) raise Autumn taxes and quell any resulting unrest (p47).
MINISTER OF STATE judges trial of traitors to the Crown (p48). CPS seizes half convicted traitor's confiscated property and ministerial portfolio, if any.

December

Winter events occur.
KING hears appeals and may commute sentence of traitors.

REGIMENTAL ORGANIZATION

Warlord Raz's Cuirassiers

The Red Mountaineers

The Sarcophraz Pikes

Frontier Levies

Brevet Brigadier-General, Col. Obers Tickle Sr. (MA 4)

Colonel Faradin Thane (MA 5) – ABSENT as Army Adjutant

Colonel (MA 4)

Brevet Brigadier-General, Col. Diz Astaire (MA 3)

1st Squadron – Lt-Col

1st Battalion – Lt-Col Origol Axe-Father ACTING Regimental Commander (MA3)

1st Battalion – Lt-Col

1st Battalion – vacant

2nd Squadron – Major

2nd Battalion – Major Corith RuneAxe ABSENT as 1st Foot Brigade Major (MA5)

2nd Battalion – Major

2nd Battalion – Major ACTING 1st Bn. Cmdr

3rd Squadron – Major Obers Tickle Jr. (MA7)

3rd Battalion – Major Gromok Khuzani ACTING 1st Bn. Commander

3rd Battalion – Major (MA4)

3rd Battalion – Major A Gutant (MA2), ACTING 2nd Bn. Cmdr

Troop A – Captain

Company A – Captain Thorur the Hammer ACTING 2nd Bn. Cmdr (MA3)

Company A – Captain

Company A – Captain, ACTING 3rd Bn. Cmdr

Troop B – Captain

Company B – Captain Thordain Ferric-Bane ACTING 3rd Bn. Cmdr

Company B – Captain*

Company B – Captain

Troop C – Captain

Company C – Captain Scorpio**

Company C – Captain

Company C – Captain

Troop D – Captain

Company D – Captain Corban

Company D – Captain*

Company D – Captain

Troop E – Captain

Company E – vacant

Company E – vacant

Company E – Captain

Troop F – Captain Algernon*

Company F – vacant

Company F (inc. Sgt. Hiram*) – vacant

Company F – Captain

GENERAL OFFICERS

General Karl Artlesse, Count of Soudall (MA?) – Field Marshal
General Phenaste Oxborough (MA7) – 1st Army Cmdr.
General Ulpa Serwin (MA9) – 2nd Army Cmdr.
General Ilph Samoth (MA9) – 3rd Army Cmdr.

Lieutenant-General ?(MA?) – Inspector-General of Cavalry (aka Lord-Captain of Chivalry)
Lieutenant-General ?(MA?) – Inspector-General of Infantry (aka Lord-Captain of Yeomanry)
Lieutenant-General Bertro Ridby (MA9) – Adjutant-General
Lieutenant-General ?(MA4) – 1st Army, 1st Div. Cmdr.
Lieutenant-General ?(MA?) – 1st Army, Frontier Div. Cmdr.
Lieutenant-General ?(MA7) – 2nd Army, Cavalry Div. Cmdr.
Lieutenant-General ?(MA5) – Warlord of Raz
Lieutenant-General ?(MA?) – Sheriff of Haby (Habyshire)
Lieutenant-General ?(MA?) – Sheriff of Haltby (Uradili)
Lieutenant-General ?(MA?) – Sheriff of Riss (Duettin)
Lieutenant-General ?(MA?) – Sheriff of Dentelles (Dragen-Sor Pass/The Hold)
Lieutenant-General ?(MA?) – Sheriff of Rotill (Veloii)

Brigadier-General ? (MA5) – 1st Foot Bde. Cmdr.
Brigadier-General ? (MA7) – 2nd Foot Bde. Cmdr.
Brigadier-General ? (MA8) – Heavy Bde. Cmdr.
Brigadier-General ? (MA?) – Horse Guards Bde. Cmdr.
Brigadier-General ? (MA?) – Guards Bde. Cmdr.
Brigadier-General ? (MA?) - 1st Army QM
Brigadier-General ? (MA?) - 2nd Army QM
Brigadier-General Rotnas the Red (MA?) - 3rd Army QM

Brigadier-General (brevet) Obers Tickle Sr. (MA4) – Colonel of Warlord Raz's Cuirassiers
Brigadier-General (brevet) Diz Astaire (MA3) – Colonel of Frontier Levies


HOUSE RULES
Various 'House Rules' for Chiavalli which differ from standard EnGarde! may be listed here. But this is almost certainly not exhaustive – you have been warned!
- Conspicuous Consumption can vary, depending how much extra you spend. (SL/2 is just the basic, for +1SP).
- When gambling, lost bets do not cost SP, but each 'Cut' will cost 1 SP. To be significant, bets must be at least SL x 10. otherwise wins won't give +1SP.
- Having more than one Mistress/Guild/Temple in a month (which can happen, temporarily) yields only the greater number of SP.
- NPC MA determined by d6, +1 Maj/LtCol, +2 Col/BrigGen, +3 LtGen/Gen. [Previously: rolling Rank# (e.g. Capt 3, Maj 4, LtCol 5, Col 6, BrigGen 7, LtGen 8, Gen 9) x 2 d6's, each result of 4-6 giving 1 point].
- NPC decisions to embezzle are rolled on 2d6, 12 indicating maximum amount and then counting downwards.
- NPC Battle Outcomes of 'Death': Exact number means Injury/Maiming that leads to retirement; Greater number means actual Death.
- Volunteering can be for the “Frontier” or to go “Adventuring”. The volunteer can specify where they want to go, and what the want to do (within reason). Service on the Frontier is a minor military campaign; going Adventuring is similar but Promotion is not possible however there is a 2nd roll for Crowns of plunder.
- Each month on campaign and each mention in despatches gives +1 Defence.
- Gentlemen of Knightly standing or better may become 'Aldermen' and develop landholdings as described in the 'On Guard' Trading Rules.




(For the earlier “Cantaboria: Legacy of Ayathgaron” PBeM – see here. For the Cantabria RPG campaign - see here).