1. Experience
Roll 1d20, with the target whatever the skill, trait or passion is currently at. If you roll higher, the still, trait, or passion advances by one. Each skill, trait, and passion can have at most only one experience roll, regardless of how many times I told you that you earned a check.
2. Age
Increment your age by 1. As you are under 35, you do not need to make any aging checks.
3. Squire
a. Increment your Squire's age by one (if applicable)
b. Your squire may, at your direction, increase one of his primary skills. Otherwise, he uses his age for all skill checks.
4. Manor Fate (landholders only)
Roll d6 and 1d20 for Manorial Luck (higher is better) and roll 3d6+5 for weather
5. Manor: Commoners
Concern (My Commoners) roll. (landholders only)
6. Clothing
Your best suit of clothing is now worth half it's current value.
7. Family Events
I need 1d20 for family events. Additional rolls may follow this.
8. Skills Advancement
a. You may roll 1d6+1 to generate a point pool, and increase any skills you wish (regular or combat) from that pool to a maximum of 15. Non-knightly skills may not be improved this way.
b. You may increase any one skill by 1 point (to a maximum of 20)
c. You may increase or decrease any one trait, passion or attribute by one point, with the following restrictions: Passions cannot be raised past 20; Trait can be raised past 19; SIZ cannot be altered after age 21; Attributes cannot exceed cultural maximums;
Note: If you increase any skills that your Squire also possesses, your squire may increase that skill as well.
10. Glory
Convert your Glory from pending to earned. You gain a bonus point every time your Glory ticks over a 1k increment. So, if you went from 1200 Glory to 3300 Glory, you gain 2 bonus points (2x 1k ticks). This bonus point must be spent immediately, and can apply to any attribute, trait, skill, combat skill or passion without restriction.
Post the rolls and changes in your personal threads please.