Coming, sooner or later: Valorous Dominion
My eyes need a break from looking at code, so posting this up here. Had been pondering doing it for a few weeks, but needing that break gives me time to write this. Realms code has been dusted off. I’ve been working for a while now on fixing it from things gleaned from Realms. No timeline for this, but its in the hopper.
CGen is no longer self stat. You get points to spend, when they’re gone their gone. Traits is not pick and choose, a pot of 10 points is given to adjust. No one comes out with Religious bonuses now. Numerous cultures will be available on a slightly more continental level (more on this later).
Passions. You pick them, the system it rolls them and sets it, no hand picking passions values. Amor is still there, but its not the appendix rules version, its rolled random like everything else, no stacking it for one high passion to assure success nearly out of the gate. Passions are code limited to one roll per week. Pick a skill as you roll it and its set with positive or negative modifier for 24-48 hours, no take backs.
Rolling, or checking skills/traits/etc. One roll to check (+check value) any skill, attribute or trait and it spits it out a little cleaner. Passions as above plays off that (+check/passion love/name=skill). Rolls can now be opposed (+check/vs SirKay=skills) will roll both our skills and announce a winner.
Combat is, at present, being automated. I’ve entered weapon, armor, mount, stance and such data into the game. I’ve got it to the point currently where it stops players from setting improbable combinations; no shield with two handed weapons, no halberd on a horse. Yes Halberd, weapons and armor updated for greater selection including foreign weapons (compound bow, great lances, etc.), fun things like flails to whack yourself with. Working on modifier functions for combat, not just passions, but like DEX mod with encumbrance on knockdown, or hammers vs plate armors (spiked things vs chain).
Throwing out manors and upkeep things to replace with a more multiple player minded political and economic system for higher echelon nobility. Will include regular forced rolls for HoH’s to see if they make quota, are under quota or gain surplus to spend on other things; improving tower houses, helping the state, bribing others, building trade empires, paying of the condottieri. Higher echelon resource management. Not x money for y thing, but like Settlers of Catan (three ‘wheat’ and two ‘stone’ to build that city). House reputation will come into play. There will be personal reputation as well (based on valor which replaces glory).
Final Phase after that:
Finish theme. More complete and available unlike Realms to prevent squabbles OOCly on difference of opinions.
In a nutshell, Theme: Alt-Earth to start with, based on 14th century Italian City States. Roughly equivalent to about mid 1330s (as Scaligers, the Lords of Verona, begin conquests along with nearby neighbors the Visconti’s of Milan). Light fantasy setting, names changed to protect the innocent. Squabbles between families is the center of ever day life, there will be a formalized concept of vendetta to highlight the tower to tower fighting of the nobles and families, valor to be gained from this. Mercenary groups will be playable like houses, hopefully contracted to the city state (but that depends on the players, not me). Focus of play will be great families (nobles) of our city state. Many surrounding cities will be as diversified as northern Italy in the 14th Century; from aristocratic councils that have kicked the nobles out, bought titles from others, nobles that hold on despite such changes. Two major factions in support of something like the papal state and another for the Holy Roman Empire equivalent, including two popes (Guelphs and Ghibellines). The fate of that borderline squabble that really puts pressure on the warring city states will be the focal point. It will include influence from outside entities including our equivalents of Aragon (Kingdom of Sicily), Normans (Naples), Aquitaine and France at large, Byzantine Empire, the rise of Ottoman Empire, subordinate caliphates and kingdoms of Africa and even some of the eastern European nations/entities. Really everyone wants your money/resources, but the war between the faiths seems to be a good excuse for so much foreign interest in this region and your conflicts/battles with other city states.
Focus will be the city state and its neighbors, despite that our city, based loosely on Venice, will have a seaworthy empire. The king of the economy (Italian Wool, Italian trade, reasoning and the ‘awakening’ during the proto Renaissance) keeps the focus there. No plaque to decimate the work force and allow the shift of resources (and wool production) to go to the equivalent of England.
@lotherio this sounds interesting.
So I am going ask since this is an alt earth: can I legitimately play a black/alt African person that doesn't have a contrived story as to how they got to not-Italy?
(I ask because I got told once on a game that I couldn't because it meant they had to explain where they would have came from.)
@songtress Yes, please do. No contrived stories needed.
I don't find myself bothering to define a specific color of melanin of the locals as it stands at this point and see no reason to make that any factor, definitely not one of importance. Besides that, while focus is on local families, there will be room for foreigners. No contrived stories needed there either.
And, that aside, if someone told you this back on Realms, I am sorry. We had African descended families as part of the theme, our limit was local families only back on Realms.
Not realms. Some other random game, that was years ago.
It was funny I checked like a month after they told me no and they had closed.
But it's good to see that this place should be interesting.
So, what system is this using exactly?
Gonna go off topic becuase whee!
Could always do the trader route from north Africa after all.. If you want to do west or central African pigmentation... hrm..
IRL Musa's Hajj brought like several thousand peoples, with a few tons of gold, I'm sure some people remained behind in this time frame. Could be one of them? (Which FYI is how venice and genoa (the focus of the game) became so powerful IRL, the price of gold inflates wildly to the point of being nearly worthless as Musa distributes gold like its candy to every person he meets. Food prices increased. Europe at this point is still a poor backwater that only is notable for the amount of grain it has to trade. Venice proceeds to trade grain for obscene amounts of money. This period of time is basically the start of the Venetian golden age for a reason.)
The system for characters is King Arthur Pendragon. Estates and economy is going to be its own system for Valorous Dominion itself.
Also, please no real history here. If you want to argue the rise of Venice being relative to Mansa Musa, who comes after Venice already has a booming maritime republic, please start a history discussion thread.
The combat side of code is mostly working. From stance modifiers to armor reduction and the weapons that bypass those. There is a little tweaking to do; give certain defenders the right of first attack against uncontrolled attacks, flip who is damaged when flail rolls a 1. I may be forgetting more.
If there is anyone who might be interested in running little bits of play testing, I'd be glad to have you swing by at this point, just let me know here or by PM and I can send out the IP/TP.
Elsewise, by the end of the week we'll begin flushing out political/resource system and moving towards finalizing theme more and more.
I'm all about this, especially the setting!
On the 'what can we play' angle I also want to bring up something that was a problem the first time around and wonder how it will be handled. Namely non-knights, whether commoners or non-militant nobles or really anything else.
The underlying system often assumed these people were NPCs (make some winter rolls for your wife!) so it'd be good to know if and how the game will give them a proper role.
@kitteh This is something we definitely want better addressed. We're hoping the political system is a start to give credit to non-combat types as viable. A shift of emphasis of skill focus for what sort of things might be occurring on a regular basis as well. While entirely meta, failing rolls for simply running of a major House is going to indicate short falling on what is due to city/state/tithes/etc. Reputation will be an important factor to politics both at home and at large (the warring city-states, whether at war or being bought and sold), having influence outside of 'combat' will be important in swaying what may/may not happen.
Packrat last edited by
One thing that I would look as is that in this period if you are a member of the upper/middle classes? You did not have to be a knight to do traditionally 'knight stuff'.
If you are a burgher (a middle class townsperson, a skilled crafter, a lawyer, a physician, etc) then you probably have a sword and likely train with it when a youth, along with owning armour, perhaps going off to fight for a few seasons either as a man at arms or attending such depending upon your wealth.
When older you likely continue to be a member of an urban militia and if you are a business owner or a guild master you are probably outfitted as well as many knights whilst leading a militia company of your apprentices/employees.
This is a few decades after real life events like the Battle of the Golden Spurs where Flemish militia slaughtered the flower of French chivalry. Those were not peasants with pitchforks killing knights, they were heavy freeman militia infantry.
Being a knight was a huge social cachet but especially in northern Italy the wealthy urban classes were often more influential and certainly did things like dueling or engaging in high level politics. Thank of Romeo and Juliet albeit a few centuries earlier.
@packrat Sure, although I don't think those characters are the tricky ones or the problem I was getting at. Since if you want to play something that's basically a knight (an upper class militant character) but just doesn't have 'Sir' in front of their name, that's easy. You just use the same CG and rules and don't put the title in your +finger.
My issue is if and how you can play, say, a noble who is a courtier, or a freeman merchant, etc. How characters who aren't based on face-stabbing can be useful and successful in the game, and not trumped by martial characters who can do all the same things and also fight (which is based on a notable glitch we had on RA with the female knights obsoleting non-militant noblewomen).
But I will talk to @Lotherio about it some more, it sounds like he has ideas!
Lotherio last edited by Lotherio
Finished up the basics of combat, to include All Out Attack (which lets defenders attack first). Just need to throw in a function or two to account for charging and its done.
Starting to work out mechanics of the political system.
One of the basic things to help between martial and non-martial is the CGen system is updated and automated. Martial/Non-Martial start with the same cultural skills but there is no boost for 'knight' characters and their starting skills. Basically folks will need to pick one skill to set high (15), and everything else will be limited to 10 at the start. This will tie into the political system, so the head of a house/org will need a high non-martial stat.
The political system will run automated checks for house/holding management relative to commodities being used at higher levels. They can net a surplus or fail/fumble and find some debt is owed to the state for this shortcoming (which can be remedied via trade with other houses and RP). Taking high sword will leave primary skills needed for simple house management at 10 to start (50/50 shot on successful management on the automated side).
The commodities will be useful Cataan style (2 grain, 3 ore - 1 city). Some of the building projects are similar to the traditional buildings for nobles in KAP. Building a Rookery nets a bonus to members of house/org to use the skill falconry. There are higher functioning skills specific to other cultures in KAP, especially among the Italians; including High Finances, Sciences, Law, etc. These will be in play for our characters. There will be a set of skills relative to the commodities gained by houses and instead of being a simple add a room/addition, it will take public works to gain any benefits (build the Duomo in Florence, build up the university for science or art, create a public bath/garden/fountain/square/etc.).
Crafting/industry for individuals is beneficial to both parties; the crafter and the 'purchaser'. Both gain glory for the individuals in such transactions. The noble for spending lucrative amounts of money and the craftsperson for making work worthy of the eye of big spenders. Specific amounts of glory are turned into XP spends/gains to raise skills, attributes and traits. Martial nobles will be more taxed as there will be certain 'free' regular equipment maintained under common standards of living for nobles, but to have better equipment, they will need to utilize income and purchase it from craftspersons and/or merchants/importers. The individual character will have disposable funds for these things.
Like spending for individuals, house projects, especially public works and such, will gain house reputation for the houses. This reputation can be used to influence politics in the game. Whether its a vote to go to war or abstain by spending influence to turn NPCs votes, one can throw house reputation towards decisions to possibly effect them. It will have an affect, but think of it more like silent bid/auction, others may be voting against and using influence to sway votes. This is for anything from regular elections of the Duca/Ducessa of our city, to influencing the rise of nobles in other cities or even the rise of religious leaders to their seats of power.
The reins of the game will be influenced (and controlled) by the players. We're not devising some specific meta (monsters are coming, save the world again), but rather meta will focus on reactions from around the world to what is going on in the home city. There will be some undercurrents of meta more relative to the time period and conflict between things like church/state, religion/reason, the 'glorious' old traditions and the rise of new ones, a few KAP style adventures along the way.
Politics/House management system is well under way. Presently setting the data for additions to Houses, it will plug into the ability for heads to purchase them based on their current commodities and the cost of said addition. Each addition is relative to one non-combat skill, everyone in said house nets a bonus when using that skill. Similar to the family bonus in CG in traditional Pendragon, but something to achieve as a house. Each house is set to a specific commodity it can produce, but Heads can assign a secondary administrative individual to try to gain secondary commodities. With this ability in player hands, we have no idea what the final commodity values wil be; if every house prefers one type of secondary administrator, that commodity will be devalued. Not in staff hands. This should be done in a few days, including the ability for Heads to trade with other houses.
Once that is done, we will turn heavily towards flushing out more theme and may possible start prepping for a soft open.
Things in the hopper:
Patronage for houses; the ability to hire non-noble professionals to net additional bonuses to the use of non-combat skills; will require having an appropriate addition. Individuals will have a set ‘income’. Houses will have a set level of wages to distribute based on level of nobility; they could set someone as a marshal for their house and pay them however much they think they are worth. Can be martial/combative or could be non-combative to gain the patronage bonuses. If both this and additions prove popular, we do plan to offer a secondary state to patron: tutelage, or full time retainer/employment. With tutelage, a second stage of upgrades for the additions would potentially become available (its in our thoughts, but dependent on the play after the game opens).
Individual economy. Spending on professionals/crafts-persons nets glory for the spender and for the professional; buy a high quality work of art, both individual and crafts-person gain glory (glory can be used to enhance individual skills/attributes/etc. in the end). Combative types can spend it on better combat equipment (high end armor/better mounts/etc.).
Plot/Adventure system. Initially we intended to dole out missions via objects/packages similar to the missions on Realms, where instead of staff giving the guidelines for challenges and such its on the package/+job-like system/etc. This will still happen, but there will be house level plots. These will be more political oriented – woo the foreign powers, woo the pope, convince the Byzantium Emperor to let your family house his brother while in political exile (secret bonus for killing him off, negative modifier if you recognized this from the showtime series), convince the roving mercenaries to not attack your tower in the raid but the other houses, etc. etc. Some of these will most likely be competitive style between houses; compete in some context with other houses get the ear of the Byzantium Emperor to get the wooing package adventure, or otherwise compete to get the plot to then work for the reward it has to offer. These adventure/plots will come with various prizes as well. Bonus to house reputation, a bonus addition that may not be listed or bought, influence in a specific sphere that can be cashed in later when/if needed or open up other potential adventures.
That’s the basics, House system nearing completion. Plans to implement Patronage, personal economies, and plot/adventure system expanded to include package and adventures for houses.
A lot of focus on the play and development of the houses for now. The building of additions is slow to gain various reputation and modifiers to PC skills; a prolific house can potentially add one addition every couple of months (there are over 30 additions not including public works); coupled with Patronage and house adventures/plots, there is more competition to gain other rewards outside of the building system. Houses will not start with a focus specialty as in KAP basic CG, but can earn these for all their members through development and play.
We’re about to delve deeper into theme in the next few days on this. Just an update, again.
Time for a Friday Update.
House tracking/sheets/trading/purchasing is up and running. Trades work, but its not a total system, there is no counter offers, bantering, etc. That is left to RP, the system is the end product to interactions between houses and house members on the grid; not a replacement for RP.
We’re delving into the heart of theme at present. Taking a closer look at Vindicti, the art of formalized vendetta for our game. A good quote from Encyclopedia Britannica, near the heart of day to day play; politics, alliances, vendetta.
These divisions [conflicts of nobility often along political lines of Guelf and Ghibelline] in fact largely reflected personal, economic, or quite local political rivalries—all inflamed by ideals of chivalric honor and an everyday acceptance of the traditions of vendetta.
It is highly more formalized for dramatics of play, named Vindicti. Vindicti is not unlike Kanly in Dune (based off a similar real world concept from the near east). We’re taking careful steps as we work this out for now. Our intent is not to make it simply some form to allow excuse of PK, to the point directly killing someone in another house is not honorable. Dueling is a highly accepted form of conflict, something like the final escalated conflict in Vindicti. For those not familiar with Pendragon, drawing swords is a little more than pretend fun time, even pulling blows for half damage, can be deadly and have lasting repercussions with a potential slim chance of dropping someone for good (armor/shield/hp dependent). Killing someone in a duel will come with investigation by the judiciary council to determine intent and recompense between houses. Not only does the offending house in a death have to pay the recompense, but the individual will suffer a tarnish which requires IC atonement; not some spiritual blessing, but the physical act of atonement whether to simply show publically, or for personal reasons to feel better, just that its a hit on reputation.
Other forms of conflict are more acceptable as well. Means of sabotage, social slander, even capture/ransom. Our goal is not coded systems for this, with statistics tracking behind the scenes, our focus is RP, we’re just giving more attention to Vindicti both in formal IC law and OOC policy/theme to assure its an RP tool only. This will most likely play into the idea of politics as discussed, such as the wooing of needed political NPCs for alliance and to sway votes/politics in Matora and abroad. Part of the sabotage could affect attempts to form/gain alliances or the attempts to gain favor/rep/info as well.
We will then further define the religious spectrum in the game which is reflective of the real world theme we are borrowing and altering. This was a big debate on Realms that we do not wish to get into, we’ll define more up front, from hierarchy on down. This will be a basis for religious groups, knighthoods and perhaps other groups with agendas that could be anti-religion (illuminati-esque). This is needed before we fully flush out neighbors in the city states from aristocratic cities that are probably supporting patrizio in our city in attempts to oust/remove nobility from their positions, or risen ventura (our condotieri), many also cavalieri/knights with no land holdings thanks to the numerous wars and entrada (crusades).
We will offer a number of houses, with heads open to app. Dependent on growth, we could open more but are going to offer group entrance/applicaiton to form new houses as needed as well. From the Conte level, which our opening houses start at, on down. While we will start play with an NPC at the level of Duca/Duchessa, the intent is not to keep it this way. This is an elected position and the intent is after play is established, to hold the next election for players to move into and rotate in this position to control the thrust of what our city does, leaving its success and failures in the hands of the players and the player houses.
The rest of the world will act, giving focus for the players to react to and, depending on player action, the world will react accordingly. Note that while it is very lightly fantasy and there could be some potential of real divinity of some sort, this is not a focus. There is no invading shadows or scary stuff coming, there are no end of the world/save the day/save the world plots. There is a socio-political focus on working together even while being enemies and rivals and making the overall success relevant to the city itself. Or, being enemies, removing enemies and changing the political landscape. We will offer challenges, dilemmas, hurdles and obstacles.
All said, we’re nearing that point of opening, knowing code may be added or altered to reflect need and want by the players, the basics are laid out to get there. Its is near, but I can’t say a time as that my jinx such a deadline, just we are getting closer.
We’re narrowing down time to open to the scale of weeks here, started out as undefined months when we dusted off the code from Realms.
As mentioned last week, we really focused on Vindicti (formal vendetta) over this past week. In the end we’ve concluded it would work best as a formal ‘event’ entered between two houses. A challenge issue/accepted system that will be monitored through the code to allow communication between Heads of the Houses and Staff as needed. At any time two houses start to argue/fight (You sir are a codfish, you ma’am are a spendthrift, I invoke Vindicti, Concurred), one makes the challenge, the other accepts. At that point, within the system they are each awarded 1 attempt of vindication. Once per week, they may submit an attempt including a log or logs. Whether that is an honorable duel, a social slander, some chicanery, some attempt to poison the other house, or user defined form of vindication, they get one attempt for the week. The only caveat is that killing is not acceptable, so even poison its more a sick, with most likely a time to RP recover (get an antidote, hire a special physician, etc.).
If one succeeds in the attempt, the targeted house then gains another attempt to exact revenge/vindication. Only one attempt may be made in any given week. If both succeed, each house gets another attempt. A house may choose not to use the attempt and let it expire, once all attempts have failed or are expired the vendetta is ended. However, this may continue for an uncertain amount of time. Once a Vindicti expires both houses will gain reputation commensurate with the total number of successes accumulated during the formal feud over its duration. Full award to the victorious house, marginal award for the losing house. This will, thankfully, not conclude as the traditional feuds of the time did; no tower houses will be torn down and destroyed.
Logs will be required. Logging is not necessary to play Valorous Dominiom, participating in Vindicti is not necessary to RP here as well. Houses are a supplement that will hopefully drive RP, we’re viewing them something like factions and those willing to be the heads of houses are akin to faction heads. A little more will be required as such, as we expect this to help drive RP for those in and around active houses. Again, the focus is away from PK, death will result in negative outcomes for PCs that kill. This system will be monitored, as success is subjective, likewise if they seem to grow with no possible end, total time limit may be set to force expiration of the Vindicti.
That said, we’ve delved deeper into theme. The main faiths of the game are well underway, as is general history of the world and of our fair city. We’re turning towards neighboring kingdoms and city-states. While all of this is generally done, just adding a little more depth to give options for things previously mentioned, including politics and local NPCs that can act towards or react against the thrust of our primary city. Plots that will affect the city as a whole are in the works for launch shortly after opening as well.
Going forward, we’ll code up the Vindicti system in conjunction with +jobs. We will finalize valor (our version of Glory) and how it is gained along with how to use it for personal improvement. We are looking at both valor gained and time on for personal improvement (a specified amount of improvement per season or month even).
Bobotron last edited by
Small update as its mostly flushing out Theme at the moment, but the Vindicti system is nearing completion. From heads of houses being able to start conflicts, tracking comments separate from jobs, and allowing rolls to be made into the comments as needed (I want to poison the other house, we'll need this attempt roll from house 1 and a stewardship from house 2 to see if staff are organized enough to catch the attempt or whatever). Realms didn't have it, so added a quick way to roll into jobs (requests) too while at it. Personal growth is fairly steady, not overly fast, but mods from houses and how they build up is more of a focus so rewrote a little code so all dice and system checks will use the new mod system. This makes it easier for staff to add things like upgraded buildings for houses, new patrons, or any possible bonuses from plot additions. When this is done, going to add in a quick update for houses to use reputation to acquire commodities as well. Then its transport relevant files into the game and minor touches to open the place.
Theme wise, spent time making enemies around the city ready to react to what happens in the city of focus; again staff meta is more world reactionary not some kill the big monster plot/save the world sort of deal. Making a few long distance connections. May look at trade routes as a thing to acquire for houses to build more such connections, but again focus is on the main city and neighbor cities as this is the period of war (we've modeled it after 1330s in Italy, Milan and Verona go on conquests for a period of years, Milan has an uncle plotting with condottieri at this time, close to the rise of the condottieri near Farrara too, easy to add in more machiavellian dukes/duchesses in the area). But have been on a Magnificent Century binge, I've enjoyed seeing the long distance machinations of the period; the series is Turkish focused on Suleiman the Magnificent, its a soap/drama related to the rise Sultana Hurrem with the plot to invade and subsequent conquest of Turkey/Black Sea as backdrop (or vice versa, I can't tell which but was oddly drawn into the haram conflicts over the damn ring he made and the politics of who it was gifted too, impressed they got it to develop and play out over a good number of episodes).
Honestly, this sounds like catnip to me. I love hearing these updates!
Honestly, this sounds like catnip to me. I love hearing these updates!
Its become a meditative practice that been helpful. It nets realizations of something to tweak. Like just mentioning the Ventura (condottieri) sets a flag reminder of theme development on something that floated around in the brain pan while off line.
So here we are, within the final drive. A few last bits and pieces in theme and making sure all the stuff is ready on the MUSH itself, from news and help files to grid and descs.
The Vindicti system has come out lovely and serves its purpose. Enough to be useful but more as an aid to RP. This and the House system are the heart of Valorous. The central focus is on house/dynasty building with two coins at play; reputation and commodities. The later helps to build up the house to grant individuals in said house bonuses in day to day play and interactions, the former is a sign of prestige as much as it is used to influence the world in general. Reputation can be used for commodities, an exchange with NPC contacts through influence in the world, representing that influence; as well as gaining access to certain plot/adventure/info/etc. Inversely commodities can be used to gain reputation, they could be used to hold social events as the price to host a noteworthy event to gain reputation, to host local tournies if wanted and reputation again gained for the house. Either reputation or commodities can be used to help Matora; with public works, increase defenses, whatever comes to mind. We’re not setting entirely hard limits, but it can be used to influence changes on Valorous on a larger scale.
Vindicti is at the heart of play here. This is not meant as a PK tool or to foster a PvP environment on a level that results in PK. Death is frowned upon with consequences to be had. It is, however, the easiest way to gain reputation for houses, by actively engaging in the squabbles of these families with rival families in their city. Even if one focuses on house building to gain benefits for themselves and their members through commodity and trade, participating in Vindicti will help by gaining reputation that can be used to build the house. Bad blood when losing is fine, fuel for the fire of more Vindicti.
In finishing up some code this week, we turned to house succession. Sure plots against other houses are fine, but what about that stagnant leader? Well, we’re accounting for this with some guidelines. Much like starting a new house will take 3 active players showing interest in a new house (and one of the few ways to start a lesser house to plot up to becoming a Conte), 3 players in a house may plot a succession/coop and initiate Vindicti against the current head. This will take a staff request to verify and establish, and help set the terms. We will include a time limit so there isn’t a coop every month, we’ll start with 1 per 6 months per house, and see how this goes. This is a little more involved and other houses will be welcome to spend reputation in such a conflict in favor of which ever side they may support. There should well be room to start as a landless knight (cavalieri) and work one's way up. The highest position of the city-state is the duca/duchessa and its by nomination for a set period, while an NPC start's here, we expect this to transition to a PC position, gaining reputation is beneficial but so is actual politicking; ie RP'ing with others to gain and earn support politically.
Either way, participating in family squabbles is one of the keys to building up the houses. No avoiding making rivals as actively participating in these is beneficial to both sides (winner or loser). We like Pendragon, but our main focus here has been on houses in the setting based on similar rivalries in the real world from the time period that influenced Valorous from Romeo and Juliette in fair Verona to the familial squabbles of House Visconti of Milan. The house tracking sheet and vindicti sheets are more indicators of progression and vehicles to drive RP. We’ll see how it goes. Next week we will try to do lots of clean up, maybe next Friday will be some good news for actually coming soon for Valorous.