Author Topic: Manor Improvements  (Read 2555 times)

GM Craig

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Manor Improvements
« on: February 22, 2015, 08:15:34 AM »
The Standard Manor

The standard manor typically provides ?6 of income (yours are both poor manors, so will provide less), and contains the following:
? a village with 500 commoners
? a small church
? a mill
? a communal bakery
? a pack of dogs (for herding and hunting)
? a herd of about 20 horses
? a herd of cattle, a flock of sheep, a herd of pigs, a flock of chickens, a gaggle of geese and other animals (some owned by the manor, and many more owned by the peasants).

The manor house is surrounded by plowed fields, meadows (used for hay), pastures (used for grazing), and wastes (land not used for other purposes).

Note that, while money is glory, there is no glory gained from what is in your treasury. Glory is only gained by spending.

Expenses: ?2 for the knight and his squire, ?2 for his family, ?2 for his horses.

Stewards: Ordinarily a knight's wife or a member of the family will run the manor at a cost subsumed into the manor income. If the knight requires and chooses to, he can hire a professional steward for ?1 to run the manor for him.

Retinue
Knights are expected to be served by a retinue that travels with them. Such a thing costs money, of course. The larger and more skilled the retinue, the more glory it gains the knight. Also, note that hiring retinue is Conspicuous Consumption, which grants annual Glory equal to their cost. Soldier retinue also grant annual Glory, but only to 100 points per year.

  • Groom (??) - These are the lower ranked servants, often found in ladies? retinues, though most soldiers are also maintained at this level.
  • Valet (??) - These are the upper ranked servants. They include the Craftsmen, Manorial Specialists, and the Bailiff of your manor.
  • Professional (?1+) - These are the highest ranked servants, often found in a knight?s retinue. They earn their living plying highly specialized skills and arts. Your squire and professional esquires are maintained at this level.

Multiple squires - a knight often has more then one squire. Only the chief squire is guaranteed a position. Others will be hired and released as the economic circumstances of the knight wax and wane. These other squires can be commoners or professional esquires.

Knight?s Professionals for Hire

Knights hire professionals for their education and expertise. Each profession has one or more Key Skills that indicate its specialty. Once you have wives, there are professionals that make up a Lady's retinue as well.

? Clerk. Key Skill: Read (Latin). As tutor: He teaches the Classics, the Bible and how to read Latin. As proctor: A master at maintaining correspondence and keeping figures, he saves ?1d3-2 per year, scrutinizing the books.

? Courtesan. Starting pay is ?2 per year. Key Skill: Check to Lustful + any one other Courtly Skill. Additional skills add to the cost at the rate of ?1/ skill. (does not generate childbirth rolls)

? Engineer. Key Skill: Siege.

? Herald. Key Skills: Heraldry, Recognize, Tourney.

? Lawyer. Key Skill: Law. (Note: Law is a meta-skill and combines Courtesy, Folklore and Intrigue. Whenever your character needs to make one of these rolls, he may roll on his Lawyer?s skill instead. Law is also the cultural specialty of Roman characters.)

? Mistress. A commoner woman dedicated to personal pleasure. Key Skill: Check to Lustful + annual Child-birth Roll.

? Musician. A professional trained at playing the courtly instrument of harp. Key Skill: Play (Harp).

? Priest(ess). An experienced holy man (or woman). Key Skill: Religion. Note -this one is in your retinue, so travels will you. Likely much more skilled than the village priest.

? Raconteur. A storyteller, who has memorized histories, legends and other tales and can retell them in an entertaining manner. Key Skill: Orate.

? Singer. A vocalist, also knows many songs for any occasion. Key Skill: Singing.

? Squire. An additional squire to the normal complement of the Knight?s station. Key Skill: Squiring

? Steward. An expert who looks after a manor sized estate, is usually a noble esquire. Key Skill: Stewardship. Note: if a knight is not married with a wife to support, but has engaged a Steward instead, his ?1 cost replaces the costs to support the family (yes, this leaves an extra ?1 that goes to the landholder).

? Troubadour. A poet and musician, who specializes in songs and poems of love and romance. Key Skill: Compose, Play (Lute).

? Valet or Body Servant. An expert in grooming, dressing properly and in protocol, etc. Key Skill: Fashion.

? Wandering Bard. Bards are expert entertainers who can sing, dance, play harp and tell stories. Bards (as opposed to common musicians and troubadours) have a special status due to their traditional place of honour in Cymric society and to their Pagan religious traditions, even if professing Christianity. Such an expert always costs at least ?1 more than their Key Skills would indicate. Key Skills: Compose, Dancing, Orate, Play (any), Singing

? Common Healer. Villages all have their resident healers, usually old experienced peasant women who?ve set hun-dreds of bones, sewed up countless wounds, and midwifed a small city?s worth of babes. Key Skills: First Aid, chirur-gery, each at 4d6. Cost: None, for they live everywhere.

? Apothecary. Concocts the latest alchemical medicines to fight disease. He is of urban origin, usually in the local guild. Cost: ??. Benefit: gives +1d6 to the patient?s CON roll versus disease.

? Herbalist. Concocts traditional treatments to fight disease. He is of rural origin. Cost: ??. Benefit: gives +1d6 to the patient?s CON roll versus disease.

? Augustinian Nun. This Roman Christian order is famous for their skills and devotion to healing, curing and care for the wounded and ill. Key Skill: Medicine (Meta-skill, combines First Aid and Chirurgery starting at 2d6+6. Cost: ?1 ?.

? Chirurgeon. Responsible for serious wounds and long term care. Key Skill: Chirurgery, starting at 4d6. Cost: ?1. These include: General Surgeons (wounds, sores, abscesses, fractures), Barbers (bleeding, cupping, pulling teeth, leeching, cutting hair), and Empirics (a single surgical condition such as a hernia, a cataract, etc.).

Soldiers
These are over and above your levy, soldiers who are professional full-time men-at-arms (as opposed to farmers who carry swords from time to time), hired, equipped, and maintained by the knight. They may travel with you as part of your retinue.

? Mounted Sergeant. A mounted soldier, armed as a knight but usually more lightly armoured. Key Skills: Lance, Sword, Horsemanship. Cost: ?3

? Sergeant. A foot soldier, armoured. Key Skills: Spear, Sword. Cost: ?2

? Man-at-Arms. A foot soldier, lightly armoured. Key Skill: Spear. Cost: ?1

? Archer or Crossbowman. Missile troop, unarmoured. Key Skill: Bow or Crossbow. Cost: ?1

Mercenary

They have their own equipment, and perform whatever duty their employer commands. There is no cost to finding Mercenaries, but they are more expensive than garrison troops because of the uncertainty of their employment. The price shown is for 30 days of service.

? Mounted Sergeant. Cost: ?1

? Sergeant. Cost: ??

? Man-at-Arms. Cost: ??

? Archer or Crossbowman. Cost: ??

? Knifeman. Unarmored, badly armed infantry, willing to do anything to get ahead, such as climb ladders to assault a castle. Key Skill: Dagger. Cost: ?⅛

Improvements

There are 5 classes of manorial improvements. I'll detail the Investments below. If you are interested in exploring other options, let me know. Take special note of the apiary - it increases the likelihood of good crop rolls during the winter phase.

Common Structures. Necessary for the existence and well being of the manor?s commoners. They generate income or maintain the manor?s ability to create wealth and reduce the peasants? Hate (landlord) when rebuilt.

Developments. Things that make the lives of the commoners easier. They reduce the peasants? Hate (landlord).

Manorial Buildings. Necessary for the knight?s survival, but also provide benefits of protection or comfort to the knight?s family. They may provide protection to the manor and give annual Glory. You can upgrade your manor from a small wood house to a large stone keep, for example.

Fortifications. Defensive works, suitable only for war. They give Defence Value (DV) to the Manor and give annual Glory.

Enhancements. Luxury and extravagant items. They grant chances for Trait, Passion or Skill checks and give annual Glory.

Investments. Provide a chance for annual Income. They may grant a Trait or Skill check and may provide Glory.

Religious Donations. Grant checks or rolls to religious Traits or Passions , give glory, and can generate income.
« Last Edit: February 22, 2015, 03:36:30 PM by GM Craig »

GM Craig

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Re: Manor Improvements
« Reply #1 on: February 22, 2015, 03:36:53 PM »
Investments

Acquire Peasants: Cost: ?10 minimum, and up to ?10 more possible Target number = number of ? invested (not guaranteed, may earn enemies)

Apiary: Cost to Build: ?2; Annual Income: ?1d2; Annual Maintenance: ?1, including beekeeper; Grants Roll for Energetic + bees grant -1 to Weather

Coneygarth: Cost to Build: ?6; Annual Maintenance: ?1, including the keeper Additional Income: ?1d3+1; Grants: Roll for Cowardly, Lustful

Dairy: Cost to Build + Purchase Animals: ?15; Annual Income: ?1d6; Annual Maintenance: ?3, including cowherds, dairy maids, etc.

Dovecote: Cost to Build: ?5; Annual Maintenance: ?1; Additional Income: ?2

Ferry, Small: Cost to Build: ?5; Annual Income: ?1d3-1; Annual Maintenance: ?1, including ferryman

Fish Pond: Cost to Build: ?5; Annual Income: ?1d2; Annual Maintenance: ?1

Gambling House: Cost: ?20; Annual Income: ?2d6-5*; Annual Maintenance: ?5, including housemaster, several guards, pretty maidens, etc. Annual Glory: 2 Grants: Roll for Gaming and Selfish (i.e. Greedy). *Remove the -?5 if you run a crooked house, but Check (not roll) to Selfish and to Deceitful.

Enlarge Horse Herd: Cost to Buy: Early Periods: ?80; After 530: ?40. Annual Income: Early Periods: ?4d6; After 530: ?2d6+6. Annual Maintenance: ?2d6+3; stablemaster & grooms; Glory: 2;  Grants: Roll for Horsemanship. Doubles horses available to the knight.

Jeweler, Goldsmith or Silversmith; Cost to Build: ?20; Annual Income: ?2+1d3; Annual Maintenance: ?1+ ?1d3, including jeweller/smith; Grants: Roll for Proud (Vanity)

Logging: Cost to Log: ?1; Immediate Income: 1d3+3; Ruination: Roll 1d20. On a roll of 16-20, all the good trees have been taken and the land may never be logged again. Permanently reduce manorial income by ?1/ year!

Olive Grove: Cost to clear land, acquire young trees, and plant: ?15 Time to Activate: An olive grove yields sufficient fruit for income after three years. Annual Income: ?0 for 3 years, thereafter: ?3d6; Annual Maintenance: ?10, including Olivier; Annual Glory: 5

Orchard: Cost to clear the land and plant trees: ?10 Time to Activate: orchards yield enough for income only after 4 years, Time to Mature: An orchard doesn't mature for 10 years; Annual Income: ?0 for the first four years, ?1d2 for the next 6 years, ?1d3+1 afterwards; Annual Maintenance: ?1; Annual Glory: 10

Salt Evaporator (only at manors at certain shallow tidal zones along the coast or places ending in 'wich'); Cost to Build: ?10; Annual Income: ?1d3; Annual Maintenance: ?1

Scriptorium: Cost: ?20; Annual Income: ?1+1d4; Annual Maintenance: ?3, including scribe; Annual Glory: 1; Grants: Roll for Read (Latin)

Sheep Herd: Cost to Purchase Animals: ?5; Annual Income: ?1d4; Annual Maintenance: ?2, including shepherds

Vineyard: Cost to clear land, acquire & plant grape seedlings: ?12; Time to Activate: 3 years; Annual Income: ?0 for 3 years of activation, after ?1d6; Annual Maintenance: ?2

Winery: Cost to Build: ?30; Annual Income: ?1d6+2; Annual Maintenance: ?1d4+2, including vintner; Annual Glory: 1; Grants: Check to Indulgent. (If the owner has a vineyard, he can use its income (grapes) instead of the variable maintenance cost at the ratio of ?1 of grapes for ?2 of maintenance costs.)

GM Craig

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Re: Manor Improvements
« Reply #2 on: February 22, 2015, 07:24:28 PM »
Common Buildings

Mill*: Cost to Build: ?15; Personnel: Miller and family; Reduce Hate (landlord): 2

Bakery: Cost to Build: ?10; Personnel: Baker and family; Reduce Hate (landlord): 3

Church, Village*+: Cost to Build: ?10; Personnel: 1 priest; Reduce Hate (landlord): 5

Temple, Village*+; Cost to Build: ?5; Personnel: 1 priest or priestess; Reduce Hate (landlord): 5

Common Houses*: Cost to Build: ?8; Personnel: Eight or so farmers and their families, each approximately 5 people, plus a few animals. Reduce Hate (landlord): 1

Hamlet, or ? Village*: Cost to Build: ?30; Reduce Hate (landlord): 3

Entire Village*; Cost to Build: ?150; Reduce Hate (landlord): 15

* You already have these as part of your lands. The costs represents replacement or expansion costs.
+ Every town will have a church. Pagan knights can build a pagan temple.

GM Craig

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Re: Manor Improvements
« Reply #3 on: February 22, 2015, 07:27:44 PM »
Developments

Developments are ?extras? that make life easier for the peasants. Building Developments will reduce Hate (landlord) and, since they are favors to the commoners, can reduce Hate (landlord) below zero. If destroyed they in-crease Hate (landlord), and reduce it again when rebuilt.

Bridge, Wood: Cost to Build: ?2; Reduce Hate (landlord): 1

Bridge, Stone: Cost to Build: ?10; Reduce Hate (landlord): 3

Carpenter & Joinery: Cost to build: ?10; Annual Maintenance: ?0; Annual Income: ?0; Reduce Hate Landlord: 3

Cooper: Cost to build: ?15; Annual Maintenance: ?0; Annual Income: ?0; Reduce Hate Landlord: 2

Generosity to Peasants: Cost to Perform: ?10; Reduce Hate (landlord): 1

Road, Normal: Cost to Build: ?1 per mile through fields, ?2 per mile through forest.; Annual Income: none; Reduce Hate (landlord): 1

Road, Paved: Cost to Build: ?5 per mile;One-time Glory: points equal to the ? to build; Annual Income: none; Reduce Hate (landlord): 1

Smithy/Blacksmith; Cost to Build: ?15; Personnel: Smith and family; Reduce Hate (landlord): 3

Well, Enclosed: Cost to Build: ?5; Reduce Hate (landlord): 1
« Last Edit: February 22, 2015, 07:42:42 PM by GM Craig »

GM Craig

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Re: Manor Improvements
« Reply #4 on: February 22, 2015, 07:36:17 PM »
Manorial Buildings

The Manor House: Every manor has a manor house where the knight and his family reside. It is far superior to the hovels in which the peasants live and has many outbuildings. Normal cost includes whitewashed walls. The furnishings noted are minimal and required. Different types and styles of manor house exist. At the start, all beginning player knight manors are Simple Wood Halls, unless otherwise determined by the Gamemaster. The annual cost includes maintaining it, but not improving it. Manor houses can be upgraded, at the costs shown, for improved Glory each year.

Simple Hall, Wood*: Cost to build: ?13 + ?2 Furnishings; Defense Value: 0

Simple Hall, Stone: Cost to build: ?24 + ?2 Furnishings; Defense Value: 1

Large Hall, Wood (2 floors): Cost to build: ?24 + ?5 Furnishings; Annual Glory: 1; Defense Value: 0

Large Hall, Stone: Cost to build: 35 + ?5 Furnishings; Annual Glory: 1 Defense Value: 1

Great Hall (stone): Cost to build: ?50 + ?10 Furnishings; Annual Glory: 2; Defense Value: 2

Hall Developments

Hall Developments can be added to any manor house. If the manor house is replaced by a new one, the parts marked with an asterisk (*) may be saved and built into the new one at no additional cost. Note that if the manor is burned down, all developments are lost.

Annual Glory: 1 Glory Point for each development

? Carved doors, corbels, lintels, etc: ??*

? Tile roof: ?2*

? Lead roof: ?8 (+1 DV)*

? Painted scenes and patterns on interior walls: ?? for Simple Hall, ?1 for Large Hall, ?2 for Great Hall

? Mosaic tile picture, one wall or floor of hall: ?2

Later Hall Developments
(Romance Period and after)

Annual Glory: 1 Glory Point for each development

? Fireplace and chimney: ?2

? Great hearth: ?3

? Bath: ?3

? Glass windows: not done for Simple Hall (they have no significant windows), ?1 for Large Hall, ?2 for Great Hall*

? Stained Glass windows: not done for Simple Hall (they have no significant windows), ?3 for Large Hall, ?6 for Great Hall*

? Tile floors: ?1 for Simple Hall, ?2 for Large Hall, ?3 for Great Hall*

? Wainscoting: ?? for Simple Hall, ?1 for Large hall, ?2 for Great Hall*

? Water Clock: ?7*

Furniture

Furniture included in the costs of construction is functional and of a quality suitable for knights. Higher quality furniture can be obtained, but does not grant Glory, it simply adds to Treasure. Higher quality furniture would be carved, made out of imported materials, with cushions on chairs, etc. Tapestries to cover walls count as Treasure, too. The costs of furnishings vary widely, so just list the value of the furniture, such as ??1 for carved ebony bed? and ??2 in tapestries from France.?

Secret Escape Tunnel

Secret Escape Tunnel: ?3 for each ⅛ mile; Annual Maintenance: ?1 for each ⅛ mile; Annual Glory: None. It?s a secret!

The secret tunnel doesn?t grant any bonus, Glory or income of any sort. It is useful only for roleplaying purposes. It could come into play when raiders destroy a manor, since the family and famuli will escape without adventure (probably bearing the best jewelry and silver).

Stables*

Stables are found at every manor. Horses are critical to the knight?s profession and status. Stables include the building to keep horses, a place for the stable master to live with his family, a granary to keep the fodder and oats, corral, etc., and also saddles, tack, and so on. In all cases the stable and its outbuildings are made of wood.

Cost to build: ?5

* You have one of these already. Cost listed is for replacing or building new.

GM Craig

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Re: Manor Improvements
« Reply #5 on: February 22, 2015, 07:42:23 PM »
Fortifications

Ditch & Rampart*: Cost: ?5 (+ ?2 for an optional Moat); Annual Maintenance: ?? + ?? for a Moat; Annual Glory: 1 Defense Value: 2 (4 for a Moat)

Palisade*: Cost: ?15l Annual Maintenance: ?1l Annual Glory: 2; Defense Value: 2

Tower, Wooden+: Cost: ?25; Annual Maintenance: ?1; Annual Glory: 2; Defense Value: 2

Tower, Stone+: Cost: ?50; Annual Maintenance: ?1; Annual Glory: 5; Defense Value: 5

Multiple Fortifications

A Ditch and Rampart and Palisade may be built in one year without additional cost. A manor house is simply not large enough to benefit from more than one tower protecting it.

*Requires professional soldiers leading peasants to gain the DV value
+ Often built attached to the manor, often includes guest quarters on the top floor.

GM Craig

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Re: Manor Improvements
« Reply #6 on: February 22, 2015, 07:56:06 PM »
Enhancements

An enhancement is a building that gives Glory each year, and also annually provides opportunity to make certain Skill, Trait or Passion checks. Many of them have maintenance costs, but none give income.

Almshouse: Cost: ?10; Annual Maintenance: ?2, including the almoner +donations; Annual Glory: Value of annual donation;  Grants: Check to Generous.

Chapel (does not include priest); Cost: ?8; Annual Maintenance: ?0; Annual Glory: 1; Grants: Roll for Love (God)

Fountain: Cost: ?50 minimum; Annual Maintenance: ?5 (more if repairs needed); Annual Glory: 5; Grants: Check to Worldly and Proud

Gazebo or Bower: Cost: ?1; Annual Maintenance: 0; Annual Glory: 1; Grants: Roll for Flirting

Guest House (for commoners): Cost: ?8; Annual Maintenance: ?1, including the Caretaker; Annual Glory: 1; Grants: Roll for Hospitality

Hermitage: Cost: ?5; Annual Maintenance: ?? , including the hermit; Annual Glory: 2; Grants: Roll for Pious

Hospital: Cost: ?20; Annual Maintenance: ?4, including the Chirurgeon and attendants. Annual Glory: 4; Grants: Roll for Merciful

Hunting Lodge: Cost: ?5; Annual Maintenance: ?1, including the Caretaker; Annual Glory: 1; Grants: Roll for Hunting

Jousting List: Cost: ?1; Annual Maintenance: ?0; Glory: 1 Glory, gained one time; Grants: Check to Lance

Kennel, Large: Cost: ?2 + ?2 to stock; Annual Maintenance: ?1, including Master of Hounds; Annual Glory: 1; Grants: +1d6 to Hunting when the pack is present

Leper House: Cost: ?20; Annual maintenance: ?2, including Caretaker + ?2/25; lepers; Annual Glory: ? spent to maintain; Grants: Roll for Merciful

Mews, Large: Annual Maintenance: ?1, including the Falconer; Annual Glory: 1 Grants: Check to Falconry.;

Ornamental Garden; Cost: ?1 to make, ?2 to ?10. Annual Maintenance: ?1, including the Florist. Annual Glory: 1 or 2. Grants: Roll for Romance plus another based on flowers chosen

Ornamental Pond: Cost: ?1; Annual Maintenance: ?3, including the Gardener; Annual Glory: 1; Grants: Roll for Romance

Ornamental Hedge Maze: Cost: ?6; Annual Maintenance: ?1, including the Gardener; Annual Glory: 1; Grants: Roll for Lustful

Patron to Jongleur Troup: Cost: ?5; Annual Maintenance: ?1d3, including jongleurs, a cart and nag to haul costumes, props and minimal sets. Annual Glory: 2; Grants: Check to Intrigue

Patron to Scholar: Cost: ?1 per subject taught; Annual Maintenance: ?1 for scholar; Annual Glory: 1; Grants: Varies, 1 per scholar

Patron to Writer: Cost: ?1; Annual Maintenance: ?2 for Writer + ?1 for materials; Annual Glory: 2; Grants: Check to Read (Latin); Annual Income: ?1 (in the form of a new book)

Pillar or Obelisk: Cost: ?4; Annual Maintenance: ?0; One-time Glory: equal to the cost; Grants: Check to Worldly

Religious Monument: Cost: ?4 minimum; Annual Maintenance: ?0; One-time Glory: equal to the cost; Grants: Check to Pious for Christians, Worldly for Pagans

Sentimental Artwork: Cost: ?5; Annual Maintenance: ?0; Annual Glory: 1; Grants: Roll for Amor (person)

Statue, Large: Cost: ?4 minimum; Annual Maintenance: ?0; Annual Glory: One-time Glory: equal to the cost; Grants: Check to Proud

Standing Stone or Plinth: Cost: ?2 minimum, including carvings on it; Annual Maintenance: ?0; One-time Glory: equal to the cost; Grants: Check to Worldly

Stately Manor: Cost to build: ?250+?50 Furnishings; Annual Maintenance: ?35; One-time Glory: 100; Annual Glory: 35; Defense Value: 0; Grants: Check to Proud

Stone Circle: Cost: ?2 per stone plinth; Annual Maintenance: ?0; One-time Glory: equal to the cost Grants: Check to Worldly;

Trilithon: Cost: ?10; Annual Maintenance: ?0; One-time Glory: equal to the cost; Grants: Check to Worldly

Torture Chamber: Cost: ?20; Annual Maintenance: ?1, including the Torturer; Annual Glory: 1; Grants: Roll for Intrigue and check to Cruel. Lose 1 Honour per year

Wild Animal Enclosure: Cost: Varies; Maintenance: Varies; Annual Glory: Varies; Grants: Roll for Hunting

GM Craig

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Re: Manor Improvements
« Reply #7 on: February 22, 2015, 08:00:13 PM »
Religious Donations

Land Endowments: Cost: ?0, but the grant is permanently subtracted from the holding of the grantor.; Annual Maintenance: none; One-time Glory: 10 per ?1 of annual income; Grants: Rolls for Pious/Worldly and Religion

Church, Small: Cost: ?25; Annual Maintenance: Roman: none; British: ?3; One-time Glory: Roman: 3x the amount donated; British: equal to the amount donated Annual Glory: Roman: 0; British: equal to annual cost; Grants: Roman: One-time Checks to Religion, Love (God), and Pious; British: Annual Roll for Love (God). Annual Income: ?1d6

Church, Large: Cost: ?50 for wood; ?200 for stone; Annual Maintenance: Roman: none; British: ?10; One-time Glory: Roman: ?3 the amount donated; British: equal to the amount donated; Annual Glory: Roman: 0; British: Points equal to the annual cost; Grants: Roman: One-time Checks to Religion, Love (God), and Pious; British: Annual Roll for Love (God). Annual Income: ?3d6

Sanctuary Temple, Small: Cost: ?15; Annual Maintenance: ?3; One-time Glory: Equal to the cost to build; Annual Glory: Points equal to the annual cost; Grants: Check to Religion

Sanctuary Temple, Large: Cost: ?25 minimum; Annual Maintenance: ?5; One-time Glory: equal to the cost to build; Annual Glory: equal to the annual cost; Grants: Check to Religion

Sacred Grove: Cost: ?5; Annual Maintenance: none; One-time Glory: 15; Grants: One-time Checks to Worldly or Religion

Votive Well: Cost: ?5; Annual Maintenance: none; One-time Glory: 15; Grants: One-time Checks to Worldly or Religion

GM Craig

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Re: Manor Improvements
« Reply #8 on: February 22, 2015, 08:08:43 PM »
    Other Expenses

    Feasts: Cost: ?1 pays for a Grand Feast for 30 nobles, or 100 commoners; Glory: equal to the money spent.

    Tournaments:
    • Neighborhood: Cost: ?10; Number of Entrants: 100; Length: 1-2 days; Glory for Sponsor: 50; Glory each for Melee and Joust Champions : 50; Glory for other Entrants: 10
    • Local: Cost: ?50; Number of Entrants: 1,000; Length: 3-5 days; Glory for Sponsor: 100; Glory each for Melee and Joust Champions : 100; Glory for other Entrants: 10-20
    • Regional: Cost: ?160; Number of Entrants: 2,000 Length: a week or more; Glory for Sponsor: 200; Glory each for Melee and Joust Champions : 200; Glory for other Entrants: 20-30
    • Regal: Cost: ?900; Number of Entrants: 3,000; Length: Two weeks or more; Glory for Sponsor: 300; Glory each for Melee and Joust Champions : 300; Glory for other Entrants: 30

    Life Events

    Christening (special occasion): Cost: ?2

    Knighting: ?30. Chain mail and open helm (10 points), Shield (6), Sword, 5 spears, dagger, Charger, 2 rouncys, sumpter

    Other Glorious Expenses

    Wedding (minimum):
    • Knight?s daughter: ?5
    • Banneret?s daughter: ?8
    • Count?s daughter: ?15
    • Duke?s daughter: ?30

    Dowry:
    • Daughter of a vassal knight: ?6+1d3
    • Dowry for the younger daughters of a vassal knight, or the daughter of a household knight: ?1d6.

    Funeral:
    • Simple grave in the family plot and headstone. ??
    • Grave with effigy. ?2
    • Tomb. ?3
    • Tomb with effigy. ?5
    • Barrow (for rich Saxons). ?1
    • Ship Barrow: ?25

    Ransom: Varies[/list]
    « Last Edit: February 22, 2015, 08:11:48 PM by GM Craig »

    Cedwyn

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    Re: Manor Improvements
    « Reply #9 on: February 22, 2015, 10:11:27 PM »
    That Apiary and Sheep flock look very interesting as does the fish pond.

    Quick question though: medieval capital projects also required cash on hand and when money ran out the project stalled till funds were available again. Can we pay for things over time like that? Like I wanted to start an orchard or dairy farm...pay for part this year? Or upgrading my manor to a bigger size or different type?
    « Last Edit: February 23, 2015, 08:07:39 AM by Cedwyn »

    GM Craig

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    Re: Manor Improvements
    « Reply #10 on: February 23, 2015, 08:32:53 AM »
    There are some rules for things like that, but not getting things done in a single season has some effects. For example, if you start a well but do not finish it, this will actually piss off your peasants more than not having one, because they know they could have it if their lord spent a little more coin. So you can stage construction, but there are repercussions. Also, it will cost you more in the long run to split it up like that.

    If you start something, the upkeep kicks in whether is is finished or not. For example, once you clear the land for the orchard, you need to keep it clear otherwise it will be overgrown again. If you fail to pay the upkeep, the land reverts to wastes.

    The Apiary, Dovecoot, Coneygarth and Fish Pond are guaranteed to at least break even. The Apiary will improve your base rolls for how the manor does, so that's a win on it's face, regardless of the income it may generate. The sheep herd only has a 75% chance to break even or better, so there's some risk there.

    GM Craig

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    Re: Manor Improvements
    « Reply #11 on: March 12, 2015, 10:32:07 AM »
    Note, you can only make one improvement per year at the listed costs. Building more than one involves bringing in outside labour, and prices increase by 1.5 times. The cheapest improvement is the list price, all others done in that year are 1.5.

    Also note that money is set aside in the fall, but building does not start until the spring, so results and benefits are not available until the next winter phase.