Lords and Peasants


Overview


The rules listed below are complex, and it is not required that the players fully understand all of the various rules in detail, as the Games Master (who is me (Sir Gindle)) will handle all of the calculations required for Random Events and dice rolls. It IS important, however, that the player understand the pluses and minuses of the decisions they make. The players make all of the decisions, the GM makes all of the dice rolls.


The Chateau


All lords begin with a Chateau. This Chateau is the manor in which the lord lives. The Chateau does not take up a Land Square, but is visable on the map. It is usually located a short distance from the lord’s starting village of two Shelter Squares.

The Chateau has no effect in game terms, except that it may be upgraded to a Keep (explained later).


Peasant Taxes


Like all lower-class peoples of the medieval world, the peasant folk of Bretonnia pay taxes to their lords. These taxes are then placed in the treasury of the local lord (who, in this case, is the player) and are put towards whatever the lord thinks it best to do so with.

In the "A Lord of Bretonnia" game, the amount of tax that you put your peasantry under is up to you. Each turn, your subjects will give over a certain amount of their belongings or income to you. Six different levels of Tax Rates may be chosen, and range from the overly charitable to the unreasonable. They are listed below:

No Tax: A difficult rate to keep up. Your peasantry grow happy under your leadership. No Revenue is gained per turn from Tax. However, your Subject’s Loyalty increases by 3% per turn.

Very Low Tax: More practical than No Tax, but still difficult to sustain for any long period of time. The player receives 1 Revenue per 16 Townsfolk or Men-At-Arms under his rule. Subject’s Loyalty increases by 2% per turn.

Low Tax: This Tax Rate is common, for it offers a good rate of gains, without taxing the population much. It is not as beneficial as the higher Tax Rates, however. The player receives 1 Revenue per 8 Townsfolk or Men-At-Arms under his rule. Subject’s Loyalty increases by 1% per turn.

Average Tax (Starting Level): The normal Tax Rate for most Bretonnian realms. Neither loved nor hated, this is the one of the best Tax Rates for beginning lords. The player receives 1 Revenue per 4 Townsfolk or Men-At-Arms under his rule. No change in Subject’s Loyalty.

High Tax: Although not cruel, this higher rate of taxation does put many Townsfolk under a lot of pressure, and makes it a lot harder for them to feed themselves and their families. Despite all this, it is very good for the lord. The player receives 1 Revenue per 2 Townsfolk or Men-At-Arms under his rule. Subject’s Loyalty decreases by 2% per turn.

Very High Tax: This level of tax is highly unreasonable, and forces many out of their homes and onto the streets. Although massively gainful for the ruling lord, this Tax Rate breeds contempt and hatred in the populace. The player receives 1 Revenue for each Townsfolk or Man-At-Arms under his rule. Subject’s Loyalty decreases by 10% per turn.

Another rule that applies to Peasant Taxes, is that people become distrustful of lords who change the Tax Rate numerous times in a year (4 Turns). If you ever charge the Tax Rate more than once per year, you lose 10% Subject’s Loyalty for each Tax Rate change beyond the first.


Peasant Levy


A lord may, at any time, choose to extract a Peasant Levy from his populace. This usually occurs when a lord needs a quick increase of Revenue. The tax collectors go from door to door, collecting a small portion of this additional wealth from each peasant household. A lord may choose how much to Levy from his Townsfolk, but each 5 Revenue that he collects reduces Subject’s Loyalty by 1% (so a Levy of 50 Revenue would reduce Subject’s Loyalty by 10%). If Subject’s Loyalty is reduced to 0% or less by the Levy, the Peasants refuse to pay the Levy and a Revolt is started.

However, the population will grow unhappy if they are hit with too many Peasant Levies. Each time a Peasant Levy is performed beyond the first time, the amount of Subject’s Loyalty lost per 5 Revenue will increase by 1% (so a 2nd Levy of 50 Revenue would reduce Subject’s Loyalty by 20%, a 3rd Levy of 40 Revenue would decrease Subject’s Loyalty by 24%, a 4th Levy of 45 Revenue would reduce Subject’s Loyalty by 36%, and so on).

All Revenue gained by a Peasant Levy is immediately added to the lord’s Revenue stockpile, so he may use it during the same turn as he performed the Levy.

A lord may perform Peasant Levy as many times as he wishes, but he should be careful not to anger the population.

Of course, sometimes it is necessary to extract a Peasant Levy from the common-folk to keep a struggling realm from becoming too far in debt to recover.


Upkeep and Food Consumption


In turn for your Townsfolk paying you the Taxes that you demand, it is your job to protect them and insure that enough Food Stocks are in supply to feed them.

Each and every Townsfolk, Knight and Man-At-Arms eats 1 unit of Food Stock per turn (although Rationing (explained below) may change this). If your Food Stocks are too low to feed your population, your lands will be in the grip of Famine. Famine is bad, very bad. For every 5 Food Stocks that you were short of feeding your people by, 1 Townsfolk perishes. For every 5 Townsfolk that perish, you lose 1% of Subject’s Loyalty. At this time, it is necessary to get the problem solved quickly, as prolonged Famine will cause huge damage to both your subject’s health, and their faith in you as their lord. Also, no new Townsfolk are generated by natural population growth (explained later) whilst a Famine is occurring.

Each turn, each of your Shelter Squares, Market Squares, Mining Squares and Farmstead Squares and some Land Square Upgrades (explained later) costs Revenue to keep in good repair. This Revenue cost is called Upkeep.

The actual cost of Upkeep depends on how many Shelter, Market, Mining, Farmstead Squares and Land Square Upgrades you own. If you cannot pay the full amount of Upkeep, your Shelter, Market, Mining, Farmstead Squares and Land Square Upgrades fall into Disrepair. Each turn after the first that your buildings are in Disrepair, one Square will collapse completely, and become a Ruined Square (See Land Squares) as well as one Land Square Upgrade that requires Upkeep will collapse (and be removed from the lord’s lands). As soon as you are able to pay the complete amount of Upkeep, all buildings cease to be in Disrepair.

The peasantry appreciate it greatly if everything they need is available, especially in the harsh border lands of Bretonnia. Each turn that the player pays all needed Upkeep and supplies all needed Food Stocks to the people, his Subject’s Loyalty increases by 1%.


Population Growth and Decline


Population numbers very rarely remain static, as they rise with good times and high crop yields, and fall when times are harsh and food is short. Therefore, each turn, the population amount will change.

Each turn, 1d6 Townsfolk are added, it is assumed these people were born years ago and just came of age, and join their fellows in daily life. Also, 1d3 Townsfolk perish from natural causes. Old age, unfortunate accidents and other ways.

However, the rate of growth may be increased by the presence of available housing. For every 20 more Townsfolk your realm could hold, 1 Townsfolk is added to the usual 1d6 Townsfolk added. So, for example, if you had 60 Townsfolk living in two Shelter Squares (each of which can hold 50 Townsfolk, for a total of 100 Townsfolk) you would gain 1d6+2 Townsfolk at the beginning of that turn.

Unhappy Townsfolk may decide to up and leave, becoming refugees to other realms instead of remaining within your province. If your Subject’s Loyalty is 45% or below, you lose 1 Townsfolk per turn for each 5% you are below Subject’s Loyalty of 50%. So, for example, if you had 35% Subject’s Loyalty, you would lose 3 Townsfolk per turn (due to being 15% under 50% Subject’s Loyalty), in addition to the normal 1d3 Townsfolk that you lose.

Population Growth/Decline occurs before Food Stocks are eaten at the beginning of a turn.

Finally, some Random Events, like Plagues, affect the rate of growth. Every so often, these Events may stay in effect for many turns.


Rationing


If times are hard, or if Food Stocks are in such supply that a lord is willing to share the great bounty with his people, a lord may change the Rationing that his people are given. Only three levels of Rationing are available, and they are fairly simple to understand. A player may change the Rationing of his populace at any time he wishes.

Each type of Rationing has its uses. Half Rations is good when Food Stocks are too low to feed all of your people through to the next harvest on normal Rationing, thus avoiding a Famine. Full Rations is the best choice when you have enough Food Stocks to feed everyone. Double Rations is a very good choice for those lords with large stockpiles of Food Stocks, and a population that needs to grow quickly.

Below are listed the three different levels of Rationing:

Half Rations is where people are given the bare minimum of what they need to eat to survive, but not much more. People fed this amount of food over long periods of time are malnourished and weakened. When this level of Rationing is in effect, every 2 Townsfolk or Men-At-Arms eat 1 Food Stock per turn, instead of the normal rate of 1 person for 1 Food Stock. Knights (being noble and all) still eat 1 Food Stock each.

The downside of this low amount of Food Stock consumption is that, firstly, the +1% Subject’s Loyalty per turn for fully feeding the population IS NOT given (people are none too happy when they are hungry). Secondly, no new Townsfolk are added per turn from births (so no 1d6 new Townsfolk per turn, 1d3 people still die, however).

Full Rations is the normal extent of Food Stocks eaten per turn, and is the starting level of Rationing for all estates. The rules for this level of Rationing are exactly as explained in the Food Consumption and Upkeep rules explained earlier in these rules.

Double Rations is where people are eating enough food, not only to survive, but to be healthy. Being extremely taxing on the Food Stocks of the charitable lord who chooses this level of Rationing, it is wise to be sure you can support this level of Rationing before you choose it. Each Townsfolk, Man-At-Arms and Knight eats 2 Food Stocks each (so 60 Townsfolk, 5 Men-At-Arms and 5 Knights would eat a total of 140 Food Stocks!).

The large amounts of Food Stocks being eaten does have an upside, however. As healthy people have more children, and more healthy children survive to adulthood, the births roll at the start of each Season is increased by 50% when this level of Rationing is in effect (so a 1 is not increased, a 2 is increased to 3, a 3 is increased to 4, a 4 is increased to 6, a 5 is increased to 7 and a 6 is increased to 9). Also, instead of 1d3 deaths of natural causes per turn, only 1 Townsfolk perishes per Season (so 1 Townsfolk dies per Season, instead of 1d3). In addition, 1d3 Townsfolk move into the lord’s realm each turn that this level of Rationing is in effect, as word spreads about the prosperity of the population therein.

Lastly, the +1% Subject’s Loyalty per turn for feeding the populace and paying all Upkeep is increased to +2% per turn when this level of Rationing is in effect.

Prosperity


People feel happier when their future looks secure and untroubled. Therefore, when a lord's stockpile of Food Stocks reaches 500 Food Stocks and above, the people of the realm are pleased by the surplus food and feel safe knowing that for many Seasons to come they will be well-fed.

In game terms, at the end of every turn where a lord has 500 or more Food Stocks in his stockpile, Subject's Loyalty increases by 1%. This does not apply if Half Rations is the set level of Rationing for that realm, as the people are usually hungry anyway at that level of Rationing. If the set level of Rationing for the realm that has 500 or above Food Stocks is Double Rations, however, this bonus is increased to 2%.

This means, that in conjunction with the Subject's Loyalty bonus for Upkeeping and feeding the population fully of 1% (or 2% for Double Rations), a realm with 500 or above Food Stocks will gain 2% Subject's Loyalty per turn (or 4% for Double Rations) just from the Upkeep and feeding of the realm's people!


Lord Taxes


As your peasantry pay you taxes to you, so you must also pay a section of what you earn to the King. These taxes are called Lord Taxes.

Lord Taxes are mildly costly, but it is your duty to give over one tenth of your earnings to your liege, the King of Bretonnia. Therefore, for every 10 Revenue you earn (weather or not you actually spend it), you must pay 1 Revenue to the King. Regular payments on time to the King will result in a slow rise of King’s Favour (1% per consecutive turn of payment).

Each turn, the player shall be informed of the Lord Tax that he owes for this turn’s Revenue gain. It is completely up to the player weather or not he pays the Tax, but prolonged failure to comply will result in the King taking measures to take back what is his.

If your Revenue gains were 9 or less Revenue during a turn, no Lord’s Tax is needed to be paid. In this case, the player is treated as if he had paid the Lord’s Tax (giving him +1% King’s Favour).

Each time you do not pay the Lord Tax, the amount you did not pay is added to your Debt to the King. You may chose to pay this Debt to the King at any time, as long as you have the Revenue to do so. Each turn that passes, you will lose 1% King’s Favour for every 10 Revenue that in are in Debt to the King by.

If your Debt to the King reduces your King’s Favour to 0% or below, the King has become angry and sends out Knights and Marshals to collect the debt. Men-At-Arms will not defend you from these Knights and Marshals. These Knights and Marshals will take your lands from you to repay the debt. Knights and Marshals take Free Land Squares first, followed by Fields, followed by Farmsteads, then Mines, then Markets, and lastly Shelters. No matter what the Land Square held before it was taken, it reduces your Debt to the King by 40 Revenue. If this should fully pay off the Debt to the King, the rest of your lands are left alone. Should the sale of a Land Square produce more Revenue than the Debt to the King itself (if the Debt to the King was 35 Revenue, and the Free Land Square that they took reduced the debt by 40 Revenue, for example) then the King keeps the excess Revenue.

Finally, if the debt is too large to repay by selling off your Land Squares, or the debt requires the sale of all of your Land Squares to repay, the player is removed from power, taken prisoner by the King and is eliminated from the game.


Requesting Aid


Sometimes, times become so hard that the only way to avoid disaster is to ask for help from the King of Bretonnia. These Requests may take the form of Men-At-Arms, Revenue, Food Stocks or any combination of the three. It is up to the player how much exactly the Request asks for. Large Requests are more likely to be denied than small ones, however.

The more favourably the King looks upon your lord, the more chance that he will grant your request. Roll 1d100 and add 1 for every 2 Men-At-Arms, 5 Revenue or 10 Food Stocks that the Request asks for. If the final total is equal to or less than the player’s King’s Favour, the Request is accepted and the goods arrive next turn. If the final total is greater than the player’s King’s Favour, the Request is denied and nothing arrives.

Weather or not the Request is accepted or denied, the King’s Favour rating of the Requesting player is halved (rounding down) once the decision of whether or not to accept or deny the Request has been made.

Holy Festivals


Every Summer, the Harvest Day Festival is held, giving thanks to the Lady of the Lake for a good harvest, or pleading for a better one next year. It is up to each player how much Revenue (to hire entertainers and set up banners, and other things) and Food Stocks (to offer as thanks to the Lady) he spends on the Harvest Day Festival. Every 5 Revenue or 10 Food Stocks spent increases Faith by 1%.

Because Faith drops by 2% per turn (as listed in Statistics, see above), Faith will slowly drop unless at least an average amount of Revenue and/or Food Stocks is spent for the Harvest Day Festival.

As the Harvest Day Festival is the only regular chance to increase the Faith of your subjects, it is a good idea to always hold at least a small Harvest Day Festival every Summer.


The Blessing of the Lady


If the player and his subject’s Faith rating is 85% or above, a d6 must be rolled in Summer, before it is decided how much Food Stocks each Field Square produces. On a roll of 1, 2, 3 or 4, nothing happens. On a roll of 5 or 6, the Blessing of the Lady has been bestowed upon the crops and fields of he lucky lord.

The Blessed lord may then re-roll each crop production roll twice, and use the highest roll out of the three rolls made. This means there is a much higher chance of having a high crop yield, which is very good, no matter how you look at it. Also, an estate which has been gifted with the Blessing of the Lady will not lose Faith due to natural Faith decline. People are faithful to gods who have shown them miracles!


Men-At-Arms


In the A Lord of Bretonnia game, your province lies on the borders of Bretonnia, which is very dangerous territory, open to raids from Orcs, human brigands and many others. It is therefore advisable to have a standing garrison of trained Men-At-Arms to guard your realm from those who would do it harm.

It costs 2 Revenue to turn 1 Townsfolk into 1 Man-At-Arms, and the training takes 1 turn to complete. You may have as many Men-At-Arms as you like, but remember that every 2 Men-At-Arms you have, require 1 Revenue per turn upkeep. Failure to pay this upkeep will slowly disband your Men-At-Arms forces (with one quarter, rounding up, of your men disbanding each turn you fail to pay the upkeep).

However, every mid-Summer, an annual gathering of fighting age men is called, so the best of them may be chosen to strengthen the ranks of your garrison. Therefore, it only costs 1 Townsfolk and 1 Revenue to train 1 Man-At-Arms in Summer, due to the ease of finding the best fighters in the village at that time.

Men-At-Arms, armed with their weaponry as they are, give a sense of safety to the population. For every 10 Men-At-Arms in your province, Subject’s Loyalty increases by 1% per turn, to a maximum of 5% per turn.

Men-At-Arms guard against Orc attacks and Raids, which are Random Events. Without a force of these warriors to protect your lands, you will lose Food Stocks, Revenue, Townsfolk and more in Orc attacks and Raids. Men-At-Arms also attempt to quell Revolts.


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This game is only fan rules, and no challenge is intended to any of the rights of Games Workshop. As I said, these rules are merely fan rules. Enjoy!