Diplomacy

Diplomacy in Excalibur will exist at two basic levels: Formal and Informal. In reality, in the sixth century, almost all communication between rulers or indeed anyone else, happened face to face. If one ruler could not go personally to see another, then he sent an ambassador. Failing that, he sent a written message, by courier, who traveled on horseback, or on foot. Yes, there were carrier pigeons, but they were little used for formal diplomacy.

Informal Diplomacy.

In this light, it is entirely reasonable, to ask that all communication between players, pass via the GameMaster, who can thereby, impose an appropriate delay. However, I recognise that in an age of Magick, players may have at their disposal, more arcane means of communication. It is natural and fitting that informal understandings may be reached, beyond the ken of the Gamemaster, or indeed any other Godfearing mere mortal. In soothe, it has already reached my ears that such meanerings in the netherworld have already borne fruit. Beware, gentles all, you put your very soul at risk in such undertakings !

Whilst recognising that direct communication between players represents ahistorical and un-realistically rapid passage of information, it would not only be unfeasible to stop it, but detrimental to the campaign. So go ahead cast your spells of  ye Aescrybinges, ye Telayespeakynge or ye Talkchamber. Any agreements made by such means are entirely between players, and as such are not binding on either party. You may copy them to me, for interests sake, but I will take no account of them in the formal administration of the game.

Formal Diplomacy.

All interface between players and Non-player Characters (NPCs) must necessarily be conducted via the GameMaster. Likewise, any agreement or declaration between players which is meant by both parties to be binding, must also take place via the Game Master. Functionally, the easiest way to do this is to make the agreement amongst yourselves and then both send me a copy. I will issue model agreements in the near future.

This was an age in which Oaths took on a monumental, almost Supernatural, importance, and I intend this to be reflected in the game. Thus, each character, both player, and Non-Player, will have a Reputation. This will initially be set to the Character's Loyalty rating. (See the Ratings Page). Initial Popularity levels in your realm, will also be set to this value, unless your Charisma Rating is higher, in which case Popularity will be set to that. 

Whenever a Character is deemed to have broken an Formal Agreement, or Declaration, his Reputation Rating will be lowered, in fact, halved. Whenever a Character acts positively in support of a Formal Agreement, or Declaration, his Reputation will be raised, in accordance with the significance of the act. 

E.g. At the end of a year, in which a player honours a non-aggression agreement, he will receive no addition to his Reputation Rating. However, should he break it, his Reputation will be halved. On the other hand, should a Character go to war, in support of a formally declared Ally, he will receive an addition of 10% to his Reputation.   

Diplomatic Status.

The Diplomatic relationship between two Realms will officially fall into one of the following States:

Uninformed, there have been no diplomatic relations between the Realms -10
Cool, the most recent diplomatic negotiations between the Realms failed -10
Unfriendly, the most recent interface between the Realms was a war or raid and no agreement beyond a cessation of hostilities has been made between them. -15
Hostile, the most recent interface between the Realms was a raid and no agreement to end hostilities has been reached. -20
At War, the Realms are at war with each other. -30
Neutral, there has been contact between the Realms, but no formal agreements between them are in force. 0
Friendly, the Realms have a non-aggression agreement in place between them +10
Major Ally, the first named Realm is the major partner in an Alliance +25
Minor ally, the first named Realm is the minor partner in an Alliance +20
Liege Lord, the first named Realm's ruler is the Liege Lord of the second named ruler +20
Liegeman, the first named Realm's ruler is the Liegeman to the second named ruler, i.e.. owes fielty to him, by choice. +30
Client, the first named Realm's ruler is the Liegeman to the second named ruler, i.e. owes fielty to him, by conquest. +50

Diplomatic Endeavours.

Even Formal Diplomatic transactions between players is defined entirely between themselves, with the proviso that the final agreement defines their diplomatic status as above. Although in practice, the following transactions will tend to occur. Any Diplomatic Endeavour will cost £50 to undertake. Additional monies may be assigned to aid the success of the endeavour. 

The following diplomatic endeavours may be undertaken by players towards Non-player Characters, who have Authority in a county: 

Seek an end to hostilities: a losing Realm seeks an end to hostilities. This implies a willingness to pay a stated tribute. +50
Offer an end to hostilities: a victorious Realm offers to end hostilities. This will be conditional on the loser paying a stated tribute +30
Offer Fielty: a ruler offers to become the Liegeman of the Ruler approached +100
Seek Fielty: a ruler suggests that the Ruler approached become his Liegeman, there is no implicit threat of War, should he refuse. -30
Demand Fielty: a ruler demands that the Ruler approached become his Liegeman, the alternative being War. -50
Seek Alliance: a ruler offers to become a minor ally of the Ruler approached. This may include a proposal of marriage between their families, in which case the individuals involved must be named. +10
Offer Alliance: a ruler offers the Ruler approached, the opportunity to become his minor ally.  This may include a proposal of marriage between their families, in which case the individuals involved must be named. -20
Offer Pact: a ruler offers another the chance to join him in a non-aggression agreement. -10
Demand pact: a ruler demands that another join him in a non-aggression agreement or face War. -30

Diplomatic Resolution.

A Character's Reputation will be used as the basic yardstick for deciding his success in diplomatic endeavours with Non-player Characters. This will be modified by the background factors shown above, and local factors to give a final score against which the endeavour will be tested. These local factors are:

Characters are of differing race / language -10
Characters are of differing faith -10

The resulting score will be modified by the Diplomacy rating of the second character, and the Financial factor added, to produce a final % score (hard specie out ways boorishness).

Each £100 spent in support of this endeavour +10

E.g. Brian Curt-hose, brother of Righ Cormac of Airgiola acts as an ambassador for his brother in attempting to persuade Caenn Aeden of Orkney to become his brother's Liegemen, their present status being Cool.  

Cormac's Reputation:    +70
Status                            -10
Endeavour                     -30
No change for language or faith

Result, 30, modified by Brian's Diplomacy @ 64% and Aeden's @ 56% to give a final score of 10.752%. Cormac has entrusted his brother with £100, and so a further 10% is added, to give a 20.752% chance of success. If the random is below this number, Aeden will agree to become Cormac's Liegeman. If not, relations between the Realms remains Cool.

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