Showing posts with label demographics. Show all posts
Showing posts with label demographics. Show all posts

Wednesday, November 26, 2025

an agricultural procedure

Everyone must eat. Settled peoples get the majority of their sustenance from crops they grow.

Twelve bushels of grain and pulse (supplemented by animal products and foraged or garden vegetables) sustains a working or pregnant adult for a year. Ten bushels sustains a child or idler.

On up to two fewer bushels per year, or without supplemental foods, one must make a DC 15 roll or lose a random month of work to illness. For every six points the roll fails by, another month is lost.  

Thursday, January 14, 2021

winning fame

Fame is gained by defeating foes, carrying off loot or receiving grand gifts. Fame represents not only your celebrity but also your esteem among your people.

  • Every hit dealt in a mêlée is worth a point of fame to each fighter on the line.
  • A foe slain in single combat is two points of fame per hit it took to bring them down.
  • A foe brought home as a captive is worth three points per hit they could have taken.
  • A captive freed from the enemy is worth four points per hit they could take.
  • A peace made is worth five points of fame for ever family involved.
  • Goats or sheep seized from the enemy or given in recognition of great deeds are worth a point of fame per head. Cattle or horses are worth eight points per head.
  • Wealth given away freely is worth half the fame it would be worth when seized from the enemy.

A group of heroes who carry of loot together (or are awarded a gift in gratitude together) each receive a full half of its fame and split the remaining half between them. Thus, if three warriors together drive home a flock of 24 goats from enemy lands, each one of them gains 12 points of fame plus one-third of the remaining 12, so each warrior receives 16 points of fame.

Only wealth taken from the enemy or awarded as a gift for one's great deeds builds an adventurer's fame. Gifts to or from one's comrades-in-arms do not increase one's fame unless they are wedding-gifts.

To determine its effect on one's fame, convert coin, fine cloth, jewels or other precious stuffs to an equivalent amount of livestock. One weight of gold, or 25 weights of silver is a fair price for an ox, a common horse (though a warrior's horse may be much dearer) or eight sheep or goats.

FameTitleFollowers
0NobodyHired hands demand payment in advance.
20RogueHands want half their fee up front.
40NeighborA few (2-7) will brave danger with you for a fair share of the rewards.
80FellowA band (5-35) will brave danger for a fair share, a few for loyalty alone
160SeniorA company (30-175) will brave danger for a fair share, a band for loyalty alone. your decisions suffice for twenty families.
320WorthyA company will follow you for loyalty's sake. your decisions suffice for 55 families.
640GrandeeYour decisions suffice for 400 families.
1000+LegendYour decisions suffice for 3,000 families.  

If one's decisions suffice for a community, they still may not be in any formal position over it; this simply means that if a matter from a community of twenty families is brought to a captain to settle, they will not dispute the decision unless it is obviously unjust. One need not have a captain's esteem to officiate for such a community, though it may be more difficult without.

Friday, May 15, 2020

markets, labor and specie

rule

twenty or more families constitute an economic community. a community has economic base depending on how many families make it up:

20
55
400
3,000
20,000
d4d6d8d10d12

cities, or any larger community with central roles in the region, may be home to masses of slaves or unattached youths. divide this population by five and roll the appropriate die as part of the economic base; keep only the higher roll.

when an adventurer or a merchant would like to buy goods or hire hands, they roll the local economic base; only if the roll is equal to the scarcity rating of what is sought can it be found. it is no good to look again for a number of days equal to 30/20/15/12/10/6 (by die type) minus the roll.

the administrator of a domain rolls the economic dice of all of its settlements each season. the roll for each settlement is the available labor of its residents. an administrator can demand a number of units of labor equal to their authority in each community, but they divert more than is needed without providing for the community's reproduction it will collapse (or possibly rebel). generally, administrators will divert labor to:
  • muster armies
  • work lands that they own
  • upkeep bridges, roads or walls
  • operate mines
a community whose die shows 4-9 produces a unit of specie (which is to say: money) for tax revenue, and one that shows 10+ produces three units of specie. specie is typically used to pay the salaries of armies or of workers for projects. administrators with little authority rely on having ready money to hire soldiers and laborers rather than diverting their labor directly.