RolePlay onLine RPoL Logo

, welcome to Against the Beardless King

19:19, 16th April 2024 (GMT+0)

House Rules.

Posted by Teller of TalesFor group 0
Teller of Tales
GM, 15 posts
Spinner of Sagas
Giver of Gifts
Fri 9 Apr 2021
at 13:27
  • msg #1

House Rules

Skill Rolls:
- Skill rolls will be made normally, however, you may have an unknown plus or minus to your skill depending on circumstances.  Making a Hunting roll on your own lands, with which you are familiar, is easier than on lands with which you have no familiarity.
- In certain circumstances, a critical or fumble on a skill roll might cause an immediate increase to a skill.
- Repeated use of a skill during a year could also cause a skill to increase, where normally you only get a single roll at the end of a year regardless of the number of times a skill is used.

Personality Traits and Passions:
- Like Skills, these can go up or down a little more fluidly than in the rules.
(Personality traits are designed to adjust based on your PC's actions.  I will accelerate this a little as necessary.)

Level of Maintenance:
quote:
Poor: £3 to £5/year
Ordinary: £6 to £8/year
Rich: £9 to £12/year
Superlative: £13 to 20/year
Spectacular: £21+/year

- At the start, all PCs are Ordinary knights.  Although it is expensive, becoming a Rich Knight may be of value, especially when attempting to woo women.  Noble titles will require a higher level of maintenance.
- Once PCs get wives, becoming a Rich or Superlative knight is of greater value as it affects horse survival, child/wife mortality, and child-birth rolls.

Lands and Manors:
- I am going to change the manor income rules a bit (see Winter Phase post below), which will make stewardship more important (either yours, your wife's, or your steward's).
- Building up your manor will be an import part of the game and means of improving equipment and increasing Glory.

Marriage:
- Each Winter you can roll Courtesy and if successful, roll on the Random Marriage Table for a wife.  Or wait one or more years and add +1 to your roll for each year you wait.  This is considered a wife of your level.
- Alternately, you can game-play finding a wife of higher stature.  The higher the prize, the more effort and roleplaying will be required and the more and better challengers.
- If you are interested in this second route, state your intentions at some suitable point, like mentioning your requirements when at a tourney and some options will be presented.
- Some of the scenarios will also have available women.
Teller of Tales
GM, 16 posts
Spinner of Sagas
Giver of Gifts
Fri 9 Apr 2021
at 13:30
  • msg #2

Winter Phase

During the Winter Phase, everyone will do the following:

Solo Adventures - Everyone will have a solo adventure or Winter Activity.  Winter activities include holding court/adjudicating disputes and other knightly activities.  As your holding grow, there will be more responsibilities.

Roll for Experience - Make rolls for all Personality Traits, Passions, and Skills in which you have an experience check.  Some buildings/holdings also give yearly checks.  If you roll 20, or above your current score, raise the value by 1.  If both sides of a Personality Trait have checks (e.g. Pious and Worldly), you must roll for both individually but can choose in which order you make the rolls.

- Check for Aging - This will be done by the GM (if applicable) and results posted.

- Economic Circumstances (See next post).

- Stable Rolls - These will be made by the GM.

- Family Rolls - These will be done by the GM (if applicable).

- Marriage, an unmarried knight who wishes for a random bride see Marriage post below.

Training and Practice
- 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.

Compute Glory
- Glory given during the year can be added immediately.
- Gain glory for exceptional traits/passions (16+) equal to its value
- Gain glory for quality of maintenance - Rich knight 10/year, Superlative 15/year
- Gain 100 glory if you are a Religious or Chivalrous knight
- Gain from Holdings, conspicuous consumption (like holding tournaments/feasts) etc.
Glory bonus - For every 1,000 Glory you attain, you get a Glory bonus: you may add 1 to ANY stat, skill, or trait.
Teller of Tales
GM, 17 posts
Spinner of Sagas
Giver of Gifts
Fri 9 Apr 2021
at 13:33
  • msg #3

The Harvest

For fiefs that consist of only a single manor:

Roll Stewardship
Critical = +3£
Success  = +1£
Failure  = -1£
Fumble   = -3£

For larger fiefs:

Roll Stewardship
Critical = +5 to Harvest roll
Success  = +3 to Harvest roll
Failure  = No modifier
Fumble   = -3 to Harvest roll

If there was Raiding
Light raiding  = -2 from Harvest roll
Heavy raiding  = -4 from Harvest roll
Major invasion = -8 from Harvest roll

Previous Harvest
Famine       = -2 from Harvest roll
Bad or Good  = No modifiers
Excellent    = +2 to Harvest roll
Superlative  = +3 to Harvest roll

Curses or Blessings
Curse    = -1 from Harvest roll
Blessing = +1 to Harvest roll

Harvest Roll
1d20HarvestIncomeState of the Land
1-2Famine0%-3
3-8Bad0%-1
9-12Good100%No change
13-19Excellent150%+1
20Superlative200%+3


Note:  Harvest Roll only affects food production, not things like tolls.
Teller of Tales
GM, 18 posts
Spinner of Sagas
Giver of Gifts
Fri 9 Apr 2021
at 13:35
  • msg #4

Manorial Improvements

Use any extra money to purchase equipment, hire retinue, or build manorial improvements (http://www.eisinger.net/pbem/S...manorimprovement.pdf)

You have a fixed workforce, which is fully utilized if you spend the total normal manorial income for the year on improvements.  Each doubling of that amount increases production by one quarter.

A Steward can only complete one project per year.  You can hire additional stewards/overseers but cannot complete more than one project per 5 POP.

Clearing land, developing a herd or fishing right, or other source of food costs 5£ and requires peasant labor.

Increasing the population of a town by 1 POP costs the amount the town generates in a year and requires peasant labor.

Peasant labor requires successful Stewardship and Energetic rolls.  Failing one roll means nothing gets done on the project that year.  Failing both rolls means the time and money are lost.

Because Kingdoms are at war, it is possible that your King will finance some improvements on your land, if they are deemed strategically important or it is otherwise in his interests.
Teller of Tales
GM, 19 posts
Spinner of Sagas
Giver of Gifts
Fri 9 Apr 2021
at 13:38
  • msg #5

Noble requirements

Banneret

Life-style: A Banneret must outfit himself as is appropriate to his position. He should spend at least 10£ a year to maintain himself and his family, horses, and equipment, as befits a Rich Knight.

Fortifications: The main stronghold of a Banneret’s demesne is usually a Motte and Bailey fort, perhaps a strengthened one.

Baron

Obligations: Barons have a number of important social obligations. Once a year a Baron is expected to sponsor both a Hunt (with a prize of at least 1£ and a Feast costing 2d per knight) and a Neighborhood Tournament (with one hundred competitors, for an expected cost of 10£).

Life-style: The prestige of a noble title requires a certain visible standard of living. A Baron must maintain a large household staff and live in all ways as a Superlative knight. Taken together these costs total to 26£ year.

Fortifications: The holdings of a Baron usually include at least one small castle. Typically such a stronghold is built overlooking, or even within, the largest township in the fief. Further castles are either given to vassals or assigned a castellan.

Count

Obligations: The lord of such vast lands has many public responsibilities, chief amongst them are the provision of an annual Hunt (with a prize of at least 1£ and a Quality Feast costing 2d per knight), a special Feast for his peers and lords (costing 2d per knight), and a Local Tournament (with five hundred competitors, costing at least 146£.

Life-style: A Count must live as a Spectacular Knight and spend at least 84£ each year to maintain himself, his family, and a veritable army of retainers in an appropriate fashion.

Fortifications: Counts commonly have more than a single stronghold. As it may well take more than a few days to travel the length of such vast holdings, a Count must construct strongholds to protect his lands. It is often the case that multiple castles are required even within his demesne, to provide adequate protection. A standard Count is considered to have at least one medium castle and from one to three small castles spread across his lands.
Teller of Tales
GM, 198 posts
Spinner of Sagas
Giver of Gifts
Tue 12 Oct 2021
at 14:24
  • msg #6

Travel

Travel can be dangerous.  Without a High King to keep order throughout Logres and the surrounding areas, road security and upkeep is left to a patchwork of Kings, Dukes, Counts, and other local lords.  Robbers and bandits waylay travelers in some places, especially where there is a weak overlord, existing conflict, or disputed borders.  Local lords may also have patrols or checkpoints that stop travelers and question them.

Travel within Cornwall:
- King Idres is a strong King who maintains roads and actively patrols them.
- Player knights can travel freely on all roads in Cornwall in any numbers without fear.

Travel in Logres:
- Bandits can be a concern as power within Logres is fractured and uneven.
- Solo travel in Somerset is currently dangerous due to bandits (political unrest).
- Group travel in Somerset is relatively safe as long as it is controlled by Cornwall.
- Solo travel in Salisbury, Silchester, and Hertford requires some acceptable errand.
- Group travel in Salisbury, Silchester, and Hertford risks clashes with patrols.

Travel in Escavalon:
- Kine Nanteleod is a strong King who maintains roads and actively patrols them.
- All travel in Escavalon is dangerous as there is open warfare with Cornwall.

Travel in Saxon lands:
- All travel in Saxon lands (Anglia, Kent, Essex, Sussex, Wessex, Dorset, and South Ports) is dangerous due to, well, Saxons.

Generally speaking, travel on the King's Roads (the solid black lines that show up on the Main Map) is relatively safe in non-invasion numbers.

Travel in woods and forests, especially at night, is dangerous alone.

Methods of travel:

Traveling carefully requires a hunting roll.

Traveling recklessly requires a horsemanship roll.

Room & Board when traveling

You have three options, or possible options, when traveling.

1.  Stay at the Manor or Castle of a Knight or Noble.  News is scarce and visiting knights bring tales of lands distant or reports on roads, brigands, and the like.  They may also provide some entertainment.  Hospitality is an important virtue and generally speaking you can find a manor like your own to stay in while on roads and in towns/cities.  Like your manor, there is likely to be a knight, his family, and servants.  Most or all will sleep together in a common room.  If you manage to stay in a castle, there may be other knights and ladies about, men-at-arms, staff, etc.  The Lord/Lady will have separate quarters and special guests could even have their own rooms.  There is no charge for this and it is something you do for others who pass through your lands.

2.  Stay in an Inn.  Inns can be found in towns and cities and occasionally along major roads.  They cost 1d per knight per night and 3d for each horse.  Squires are assumed to sleep in the stables.  Knights will be in a common room and receive a commoner meal.  Alternately, you can splurge 12d for a private room with a door; 4d for a knight-quality dinner; 10d for a serving of British wine; and 8d for oats for your horse.

3. Camp outside.  When traveling through the forest (usually a bad idea), along back roads, or through enemy territory, you will likely need to make camp.  This tends to be far less comfortable and your food is what you bring with you.  Setting up watches, which reduces the amount of sleep you get, is often a good idea.
This message was last edited by the GM at 01:19, Mon 25 Oct 2021.
Sign In