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Running a Resource.

Posted by OracleFor group 0
Oracle
GM, 6 posts
Inevitable
Fate
Sun 24 Dec 2017
at 20:27
  • msg #1

Running a Resource

Yearly Tasks
1. Event Cards:
The GM determines how many event cards are drawn, in which order the events occur, and their magnitude.

2. Handle Event Cards:
Events are handled in the month the specific event occurs.

3. Ruler Actions:
A Resource receives four ruler actions each year, with a maximum of one allowed each season. Who may instigate them depends on the type of action, but the official, with the noted exception of Adventuring, must be present at the Resource during the season the action takes place. There is a limit to how often a particular action can be undertaken during any given year.
A ruler, or his officials, are not required to undertake a ruler action every season. They may elect to do nothing special for one or more seasons.

4. Annual Income Roll:
At the start of each year, the hero must decide whether he or his Seneschal is running the Resource this year. Once chosen, this cannot be altered.

===
On the last day of each game year, the appointed seneschal, be that the hero or an NPC, makes a Knowledge (Stewardship) roll.
This roll is subject to multiple modifiers, as detailed on the table.
Check the results of the roll in the Annual Income Table.

Once the outcome is known, the GM should try to work the year’s Events into a short story at the end of each year, perhaps telling how, despite a major raid, the townsfolk rallied together to rebuild the smashed walls and replant the crops if a Good result was obtained.

A little flavor can go a long way to setting the right atmosphere for the players.

Funds already in the Treasury (such as those gained through Events or adventure) are
never subject to the modifiers for the Annual Income roll outcome. So, a hero with a 5,000 gs Treasury and a 25,000 gs annual income who has a disastrous year gains only 2,500 gs, making his Treasury total 7,500 gs.

---
Income: The hero’s base income for the current year is multiplied by the entry on the table. This income is after all taxes and tithes have been accounted for. This is not in addition to the hero’s standard income from his Edges—it completely replaces that income.
For instance, a hero with a base income of 5,000 gs who suffers a disaster earns just 500 gs that year, whereas one with an excellent year generates a massive 25,000 gs.

Prosperity/Loyalty: The Prosperity and Loyalty ratings of the Resource is raised or lowered by this amount. This, in turn, may affect Reactions and the Loyalty die.

Population: Especially bad years result in a loss of Population from starvation, families moving to more prosperous lands, or customers seeking new markets.
Likewise, an Excellent result increases the Population as families move into the area or the Resource attracts new customers or settlers.

Remember, every one point change in Population alters the base income of the Resource by plus or minus 2,500 gs for the next year.

5. Finish Improvement:
This message was last edited by the GM at 20:21, Sat 24 Feb 2018.
Oracle
GM, 57 posts
Inevitable
Fate
Sat 17 Feb 2018
at 00:21
  • msg #2

Annual Income Roll

Initial Treasury
A hero’s initial treasury contains whatever is left from their funds during character generation plus one year’s basic income from their Resource (5,000 gs).
Enter this value on the Resource Management sheet.


=== Annual Income Roll Modifiers ===

= Officials
SituationModifier
Seneschal’s Charisma+X
Chancellor presentCooperative roll
Each major industry with a reeve+1
Per month the seneschal was absent–1
Any official replaced–2

= Previous Outcome
SituationModifier
Disaster–4
Poor–2
Average*+0
Good+1
Excellent+2

= Loyalty
SituationModifier
Roll the Loyalty dieCooperative roll

= Industries
SituationModifier
Per major industry after first+2
Per minor industry+1

= Ruler Actions
SituationModifier
Improvement, ReligiousVaries
Rule+1
TreatyVaries

= Events
SituationModifier
Blessing+2
Call for Help–1
DisasterVaries
Raid, win or tie+0/–1**
Raid, lose by 1–2 margin of victory–1/–2**
Raid, lose by 2–3 margin of victory–2/–4**
Raid, lose by 5+ margin of victory–4/–6**
TreatyVaries

= Geographic Region
SituationModifier
Hearthlands+0
Low Winterlands–1
High Winterlands–2
Hellfrost–4

= Neighbors
SituationModifier
Each Helpful neighbor+2
Each Friendly neighbor+1
Each Neutral neighbor+0
Each Uncooperative neighbor–1
Each Hostile neighbor–2

* Use this modifier the first year the Resource is used.
** The second number applies if fyrd was summoned to defend the Resource.


=== Annual Income Table ===
RollOutcomeIncomePros.Pop
Critical Failure*Disasterx 0.1–2–1
FailurePoorx 0.5–1+0
SuccessAveragex 1+0+0
RaiseGoodx 2+1+0
2+ RaisesExcellentx 5+2+1

* A modified total of zero or lower has the same effect.

---
Income: The Leader’s base income for the current year is multiplied by the entry on the table.
This income is after all taxes and tithes have been accounted for.
This is not in addition to the hero’s standard income from his Edges—it completely replaces that income.
For instance, a hero with a base income of 5,000 gs who suffers a disaster earns just 500 gs that year, whereas one with an excellent year generates a massive 25,000 gs.

Prosperity/Loyalty: The Prosperity and Loyalty ratings of the Resource is raised or lowered by this amount.
This, in turn, may affect Reactions and the Loyalty die.

Population: Especially bad years result in a loss of Population from starvation, families moving to more prosperous lands, or customers seeking new markets.
Likewise, an Excellent result increases the Population as families move into the area or the Resource attracts new customers or settlers.

Remember, every one point change in Population alters the base income of the Resource by plus or minus 2,500 gs for the next year.
This message was last edited by the GM at 19:55, Sun 18 Feb 2018.
Oracle
GM, 64 posts
Inevitable
Fate
Sat 24 Feb 2018
at 20:22
  • msg #3

Ruler Actions

=== Ruler Actions
1. Adventuring
Undertaken by: Ruler
Maximum Actions per Year: 4
While the ruler is absent, neither his seneschal or castellan can take ruler actions during the same season. They are assumed to be concerned with the daily chores their position demands, and thus cannot engage in extra activities.

2. Diplomacy
2A. Agitate
Undertaken by: Ruler, Inquisitor
Maximum Actions per Year: 1

2B. Improve Relations
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 2
First, the ruler must spend money from his treasury courting his neighbor. The amount required depends on the current Relationship, as shown below.
The ruler, or his appointed ambassador, must make a Persuasion roll, modified by the current relationship with the neighbor.
With success, the Relationship increases 2 points, four with a raise. A critical failure results in the neighbor being insulted, causing the Relationship to drop by two points.
RatingCost (gs)Modifier
Hostile5,000–2
Uncooperative2,500–1
Neutral1,000+0
Friendly500+1
Helpful250+2

2C. Raise Popularity
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 1
Happy citizens, or ones too afraid to act out, are productive citizens. Whether he feels unloved, seeks to remind the people of his generosity and excellent leadership, or further tighten the leash of tyranny, the ruler makes an attempt to raise his popularity.

2D. Treaty
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 1

3. Espionage
Undertaken by: Ruler, Inquisitor
Maximum Actions per Year: 1
This action allows the ruler to pick one of the factors below and make a Streetwise roll. The information learned depends on whether the roll was a success or raise.
= Faith
= Improvement: Men-at-arms
= Improvement: Prestige items
= Loyalty
= Population
= Prosperity

4. Improvements
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 1
4A. Defenses - Basic outer defenses, such as a ditch and palisade.

4B. Fortification - Whereas defenses protect an entire Resource, a fortification is a single building.

FortificationTypeToughnessSiege BonusDefendersSuppliesCost (gs)
Castle, Large50(25)+330026750,000
Castle, Small32(18)+210026275,000
Fortified Manor House20(10)+110620,000
Hillfort38(18)+240020250,000
Motte and Bailey25(10)+1501260,000
Stone Tower20(10)+110415,000
Ice Fortification
Reduce the Armor of all fortifications except hillforts by half (round down). Supplies rating is half that for fortifications (round down).
Costs for ice fortifications is 25% lower than stone versions, assuming ice is readily available.
Annual costs required to maintain them are additional.

4C. Men-at-Arms - The hero hires a number of permanent soldiers, determined by the type of troop recruited.
From 2,500 gs to 10,000 gs depending on the troop type for each 5 troops.

Typical Mercenaries cost 3,000 gs for each 5 and have a CV of 8.
The cost involves not only hiring fees, but also equipping and training the warriors to a decent standard, erecting barracks, and setting aside funds to pay future wages.
These soldiers do not contribute to the income of the Resource, only its defenses, nor do they count as Followers.

Typical Archers cost 1,500 gs and have a CV of 4.
Militia Watch cost 2,500 gs and have a CV of 3
Typical Watch cost 3,000 gs and have a CV of 4.

4d. New Industry, Major - Most Resources already have multiple sources of income factored into their basic annual income.

4e. New Industry, Minor - Minor industries require fewer workers, but also produce less income than a major one.

4f. Population Increase - Swelling the population requires land clearance, the construction of new homes, an improved infrastructure, advertising that new land is available to settlers, attracting new customers, and so on.

4g. Prestige Item - While Glory is quickest earned through deeds, extravagant possessions can provide small Glory rewards.

4h. Shrine or Temple - Veneration of the gods aids a community, not through direct divine interference but through a sense of general well-being, miraculous spells from the  clergy, and the mundane services of the clerics.
= Maximum Number
A Resource may have a maximum of one shrine per two points of Population and just one temple per six points of Population.
= Removing shrines or temples
A hero may remove shrines and temples, though there are repercussions.
= Faith Die
Constructing a shrine or temple boosts the population’s piety, as shown below. Constructing multiple shrines or temples to the same deity does not produce a cumulative effect.
= Holidays
The citizens of Rassilon work hard. For most, there are just two guaranteed rest days a month—Raestdaeg and Sangdaeg. Citizens expect to enjoy a certain number of religious holidays per year, however.

ImprovementCost (gs)
Defenses8,000
FortificationVaries
Men-at-ArmsVaries
New Industry, Major25,000
New Industry, Minor15,000
Population Increase7,500
Prestige Item2,500
Shrine (to one deity)5,000
Temple (to one deity)15,000

5. Raiding
Undertaken by: Ruler, Castellan
Maximum Actions per Year: 2
= Choose Raiding Forces:
When launching a raid, the rule must first decide how many troops to send. Troops must always be sent in units of five soldiers, as their base CV is calculated around this. Multiple units of the same type can be sent, as can smaller numbers of larger groups.
= Determine Enemy Forces
Every neighbor has a CV for its total soldiery, though the ruler won’t know this unless his agents have conducted spying missions.
= Gather Intelligence
f the aggressor spends 250 gs from his treasury and his Inquisitor makes a successful Streetwise roll, the ruler’s spies inform him of the defender’s strength in advance, giving him the chance to abort the raid if he feels the odds of success do not favor him. Aborting a raid still counts as the ruler having used his Ruler Action for this season.
= The Battle
Each army commander uses Knowledge (Battle).
= Outcome
At the end of the third round, the raid is over. Consult the table below to determine the casualties taken and inflicted.
= Spoils
Victory on the battlefield does not automatically mean a vast wealth of spoils can be plundered. Draw one card for each point of margin of success and check the suit against the table.

6. Recruit
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 1
This action recruits an official to a vacant post (includes removing an existing official and hiring a replacement).

7. Replace
Undertaken by: Ruler
Maximum Actions per Year: 1
Regardless of the
reason, the ruler has chosen to sack either his seneschal, castellan, of lesser official and hire a replacement.
Any notable official must be fired before cards are drawn to determine the quality of his replacement. The ruler must also spend 500 gs hiring heralds, offering gifts, and such like to attract a new official.
Replacing such a senior figure has a negative effect on the Resource for the year.

8. Resource Miracle
Undertaken by: Ruler, High Priest
Maximum Actions per Year: 4
Resource miracles are powerful boons granted by the gods in return for devotion. Invoking one is costly in terms of material goods and faith, but the miracle affects an entire Resource.

9. Rule
Undertaken by: Ruler, Seneschal
Maximum Actions per Year: 2
The ruler devotes himself to a single task during the season—running the Resource at peak efficiency. This may involve ensuring craftsmen have sufficient wares for market, keeping the granaries stocked in preparation for winter, setting import and export duties, or deciding when the crops should be planted and harvested.
His efforts are rewarded with a +1 bonus to the Annual Income roll for the current year.
Oracle
GM, 65 posts
Inevitable
Fate
Sat 24 Feb 2018
at 20:24
  • msg #4

Religious Sites

=== Religious Sites
Shrines and temples are focal points of community worship and provide a small income from pilgrims and worshippers.
Shrines, except in rare instances, provide no direct bonuses. However, they can serve to help offset natural calamities.
Temples, by comparison, are often businesses in their own right. Their presence also serves the workers’ spiritual needs, which means they are more productive.

= Dargar
Temple: Worship of Dargar, while not illegal in most realms, is heavily frowned upon.
= Eira
Temple: Temples to the goddess of mercy attract healers and herbalists, who in turn aid the general population through their skills.
= Eostre
Temple: Temples must be dedicated to either Eostre’s Animalmother or Plantmother aspect.
= Freo
Shrine: Many citizens believe a lengthy journey should always begin at a shrine to Freo or bad luck will follow them. A shrine to Freo attracts donations from those wishing
good fortune on their journeys.
= Hela
Temple: Civilized folk do not worship Hela openly, and they rarely honor her with shrines in a bid to keep her undead minions at bay (Scaetha’s shrines serve that purpose).
= Hoenir
Temple: Hoenir’s temples are libraries, and make their income from renting out access to their tomes or hiring priests as advisors to the rich and powerful. To a lesser extent, they serve as schools for the children of rich patrons.
= Hothar
Temple: The presence of a temple to Hothar attracts citizens looking for the chance to lead an honest, productive life in a just environment. As a result, the citizens are very keen to help their master, even in bad times.
= Kenaz
Temple: Temples manufacture metal goods, such as plows, weapons, and armor.
= Maera
Temple: A temple to Maera attracts mages, who come to worship (and thus make donations) and study. The clergy also manufactures and sells alchemical devices.
= Nauthiz
Temple: Temples to Nauthiz may only be constructed if the Resource is a thieves’ guild. The god of gambling and thieves is as much a bane to a Resource as he is a boon. His temples tend to attract thieves, gamblers, and other risk takers.
= Neorthe
Temple: Holy sites to Neorthe are extremely rare away from major water sources.
= Niht
Temple: Niht’s temples are home to assassins.
= Norns
Shrine: The Mistresses of Fate are said to favor no man, though they have been known to take a personal interest in certain individuals.
= Rigr
Temple: Thanks to the keen eyes of the watchmen, raiders are more likely to be spotted before they trouble the Resource.
= Scaetha
Temple: A temple to Scaetha spurs men’s hearts when facing undead.
= Sigel
Temple: A temple to Sigel spurs men’s hearts when facing orcs, goblins, giants, demons, and other intelligent monstrous races. It does not include undead, as Sigel gave Scaetha sole responsibility for those vile creations, nor civilized races, which are the purview of Tiw.
= Thrym
Temple: Only frostborn or hrimwisard dominated communities worship Thrym openly, though others settlements may opt to honor the frozen god in a bid to stave off the worst effects of the harsh winters—not that Thrym usually listens to such pleas.
= Thunor
Temple: Thunor is prone to violent mood swings, caring little for how these affect his mortal followers. One year he may grant perfect weather, while the next he inflicts torrential rains and hurricane winds on his worshippers.
= Tiw
Temple: Temples to the god of battle attract men-atarms, and the clerics instruct the citizens in how to fight more effectively. The ruler must decide when the temple is constructed whether it is devoted to Tiw’s defensive aspect or his militant one.
= Ullr
Temple: In addition to the Resource’s regular sources of income, having a temple attracts hunters and trappers to the Resource, who sell meat, skin, bone, horn, and fur, as well as druids and a few earth elementalists who sell alchemical devices.
= Unknowable One
Shrine: A shrine to the Unknowable One attracts skalds.
= Vali
Temple: Few civilized beings actually worship the Plaguelord, though they frequently leave offerings in the hope of receiving favorable judgment.
= Var
Temple: Serving as indoor markets, Var’s temples aid in generating income through an increase in trade taxes or sales of exports.
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