MANORS & DOMINIONS
Per OSRIC, high level Fighter Lords (level 9+) can extract 1gp/month from their domain, 12gp/year per resident in a freehold; for other rulers the typical income is 10gp/year gross income for a typical borderland manor, which is the OD&D level.
New Manors
Initially attract freeholders on a manor equal to 'Max Henchmen' score x10 and if there's plenty of land grow as per table below. Of course diplomacy and conquest can enable rapid growth...
For random potential areas optionally roll 3d4 for the likely gp/year reflecting resources; Fighter Lords add +2 to the roll. 10gp/year assumes a near optimum environment.
Lord's CHA: Initial Freeholders (Manor)
3-4: 10; Growth -3%
5-6: 20; Growth -2%
7-8: 30; Growth -1%
9-11: 40; Growth +0%
12-13: 50; Growth +0%
14: 60; Growth +0.5%
15: 70; Growth +1.5%
16: 80; Growth +2%
17: 100; Growth +3%
18: 150; Growth +4%
19: 200; Growth +5%
A typical manor in settled farmlands is 640 acres, or 1 square mile. Maximum manor size in borderlands is roughly 2 miles diameter (one 2 mile hex), or just over 3 square miles, of which no more than 1 square mile is likely farmland. Exceptions apply to rulers of exceptional charisma - see below. Otherwise new manors must be created to administer the growing population.
Manor Current Population & Base Growth Rate (annual)
Under 20 +30%
20 +25%
40 +20%
60 +15%
80 +10%
100 +5%
125 +4%
150 +3%
200 +2%
300 +1% requires 1.5 square miles farmland
400 +0% " 2 sq m"
500 -1% " 2.5 sq m"
600 -2% " 3 sq m"
700 -3% " 3.5 sq m"
800 -4% " 4 sq m"
900+ -5% " 4.5 sq m"
A sub-infeudinated manor must have a lord or thane, preferably a henchman/retainer of the higher lord.
Resource Investment
For every 200gp spent on resource development in a month, a manor will attract 1d10 more people after 1 month. Growth limits still apply.
Typical Domain Costs
A typical domain has gross income of 10gp/person/year and expenses of 75% of income, leaving a net income of 2.5gp/person/year.
Garrison: 20% (civilised)-30% (borderland)-40% (wilderness) of income (2gp-4gp/person/year)
Stronghold Upkeep: 5% of stronghold cost per year; typical strongholds cost = annual domain income x2 (civilised) x3 (borderland) x4 (wilderness), so typically 10%-20% of income, 1-2gp/person/year
Salt Tax: 20% of gross income to higher lord, 2gp/person/year
Tithes: 0% (wilderness) -5% (borderland)-10% (civilised) of gross income to local churches/temples, 0gp-1gp/person/year
Festivals & Alms: 5% of income, 0.5gp/person/year
Urban Investment
It takes 1 year to create a new settlement at a suitable locale. Once created, the settlement maximum population figure is added to the maximum population figures above, so eg +30% annual growth requires a population fewer than 20 above the numbers below. Furthermore, after 1 year population is attracted to develop a number of surrounding rural manors, which may potentially be ruled and taxed.
Investment Additional Maximum Population Settlement Area/Surrounding Manors (of 1-3 sq m)
10,000gp +1000 Small Town (0.1 square mile)/6
25,000gp +3000 Town (0.25 square mile)/12
75,000gp +10000 Small City (0.5 square mile)/24
200,000gp +25000 Large City (1 square mile)/50
625,000gp +100000 Metropolis (2 square miles)/100
2,500,000gp +500000 Grand Metropolis (10 square miles)/200
Armies & War
Typical resources available to a ruler are:
1. The standing garrison forces of his domain and those of his vassals.
2. Any available mercenary companies. Short term hire is normally for 1 fighting season (3 months); with the first month in advance - pre-equipped and trained units hired for war cost 10 times standard soldier garrison wages, eg 40gp/month for heavy foot, 120gp/month for heavy horse - this does however cover all officers and NCOs.
3. A mass levy from the general population. Levy obligation is normally only 40 days per year, but levies will fight to protect their homeland from invasion.
Domain Type Levy % of Population
Wilderness 20%
Borderland 10%
Civilised 5%
In uncivilised regions Levy Clansmen/Tribesmen and Borderers may make effective light infantry; some urban centres also maintain good quality levy militia, but typical feudal rural peasantry make poor troops. Some rulers maintain tax-exempt Yeomanry under their protection as specialised levy troops, eg longbowmen and billmen. These are required to maintain their own armaments, and are of similar quality to mercenary troops.
Troop Quality (1e/OSRIC)
Troops fight & save as Fighters of the indicated level, but do not have access to any class abilities such as Weapon Specialisation and Combat Dominance.
Elite: Lvl 2 THAC0 19 hd 2d6+3; Serjeant Lvl 3 THAC0 18 hd 2d6+5
Veteran: Lvl 1 THAC0 20 hd 1d6+3; Serjeant Lvl 2 THAC0 19 hd 2d6+3
Regular: Lvl 0 THAC0 21 hd 1d4+3; Serjeant Lvl 1 THAC0 20 hd 1d6+4; eg mercenary
Trained: Lvl 0 THAC0 21 hd 1d6+1; Serjeant Lvl 1 THAC0 20 hd 1d6+3; eg clansmen
Green: Lvl 0 THAC0 21 hd 1d6; Serjeant Lvl 0 THAC0 21 hd 1d4+3; eg peasant levy
Followers
Certain classes of character who reach high level and establishes a Stronghold such as a fortress, monastery, temple or thieves' guild (usually with at least 1 manor) may attract Elite & Regular Followers, as per class description.
Elite Followers/Companion Guard: Up to 1/4 of elite followers are typically available to accompany the PC on adventures, while others guard the Stronghold or see to their own affairs.
Regular Followers: These are characters of Level 0 or 1 HD who guard the PC's Stronghold, protect their affairs, and in some cases may fight for them. Regular Followers are best used to take care of the Stronghold and attend to routine affairs such as information gathering and tending to the faithful.
Replacing and Gaining Followers: Lost followers may typically replaced at a rate of 25% per game month, however if losses are due to reckless or indifferent behaviour by the PC they may suffer a penalty on effective Charisma bonus, typically -1 to -5. Likewise a PC with a very good reputation may have a bonus on effective Charisma modifier, typically +1 to +5.
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