Record your Winter Phase results in your Adventures or Manor thread.
Experience:
- Make rolls for all Personality Traits, Passions, and Skills in which you have an experience check. Only one check per, even if you got a check on multiple occasions.
- You need to roll 20 -OR- Higher than your current rank in order to increase by one point.
- If both sides of a Personality Trait got checks (e.g. Indulgent and Temperate), then you must make rolls against each in whichever order you choose.
I will check for aging, make family rolls, and stable rolls.
Marriage:
- Make a successful Courtesy Roll
- If you wish to get married you can roll on the Random Marriage Table
- Alternately, you can wait a year and get a plus 1 on the following year.
d20 | Dowry | Glory |
1-4 | 1d3+6£ | 10 |
5-7 | 1 manor, 1d6£ | 25 |
8-17 | 1 manor, 1d6+3£ | 50 |
18-19 | 2 manors, 1d6+6£ | 100 |
20 | 2 manors, 2d6+6£ | 250 |
Glory:
- You immediately gain Glory during the year as a result of your adventures.
- At year end, you get bonus Glory for Personality Traits and Passions 16 and above.
- The amount of Glory gained is equal to your rank, so a Valorous of 17 earned 17 Glory.
- You also receive Glory for being Chivalrous or receiving the Religious Bonus (100 each).
- You receive Glory for conspicuous consumption (hosting tournaments, balls, etc.)
- If your Glory passes a multiple of 1000, you can take a point in any Passion, Personality Trait, Attribute or Skill, no maximum score, so even in something you have a 20 or greater in.
Experience:
- Increase one of your squire's skills by 1.
- Choose one of the following options:
o Gain 1d6+1 Skill points to distribute (cannot raise any Skills above 15)
o Gain 1 point in a Skill (cannot raise a skill above 20)
o Increase an Attribute, Trait or Passion by 1
x No Attribute can be raised higher than its cultural value
x No Trait can be raised above 19
x No Passion can be raised above 20
x SIZ cannot be increased after age 21.
Income:
- Roll your Stewardship (if you hire a Steward this Winter, he will affect next year's harvest).
- Critical = +3£; Success = +1£; Failure = -1£; Fumble = -3£.
- Add/subtract that from the 6£ your fief normally produces and that is your income for the year.
- This can be placed in your Manor thread.
Maintenance:
- 3£-5£ spent on yearly maintenance classifies you as a poor knight.
- 6£-8£ makes you a normal knight.
- 9£-12£ makes you a rich knight.
- 13£-20£ makes you a superlative knight.
- 21£+ makes you a spectacular knight.
- Spending 5£ or less has a number of adverse effects, including worse stable and family rolls, and a generally poorer reception from others.
- Spending 9£ or more has a number of benefits, including better stable and family rolls and a generally more favorable reception by others.
- Glory, grand deeds, and higher levels of maintenance all factor into marriage decisions.
Upgrades:
- Manorial Improvements are listed: (
https://www.eisinger.net/pbem/...manorimprovement.pdf)
- Most improvement take a year to complete and will start earning income in Year 4.
- Record all improvements in your Manor thread.
- All improvements on which you began construction last winter are now completed and will start producing income next year.