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nobles [2020/01/16 14:43] davenobles [2020/02/04 13:44] (current) andrew
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 Nobles are the wealthy folk born into privilege and money, but who are not necessarily knowledgeable or skilled. Often these people are easily separated from their coin through subterfuge, but not through force since they are often surrounded by a cadre of servants and guards whose job it is to protect them. They function as the middle-men between rulers and the peasants.  Nobles are the wealthy folk born into privilege and money, but who are not necessarily knowledgeable or skilled. Often these people are easily separated from their coin through subterfuge, but not through force since they are often surrounded by a cadre of servants and guards whose job it is to protect them. They function as the middle-men between rulers and the peasants. 
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 +{{ :nobles.jpg?direct&200|}}
  
 In Nessex, the lowest level of noble are called Lords or Thanes.   (Lord Ethelred, Thane of Grimsby).  A lord is the governor of a Hundred, an area of about 25 square miles, containing 100 freehold families.  The inhabitants swear him an oath of loyalty and he has the power to settle disputes, judge crimes, and lead the militia in the Hundred.  He also collects the royal taxes, keeping a defined portion and sending the rest on to the Earl and King. In the Hundreds near the border, the Lord is almost always in residence to coordinate the defense of the land and usually has a fortified manor house.  However, nearer to Kingston, noble families often control several Hundreds, and rule as absentee landlords through their appointed Reeves, while they live in the city itself. In Nessex, the lowest level of noble are called Lords or Thanes.   (Lord Ethelred, Thane of Grimsby).  A lord is the governor of a Hundred, an area of about 25 square miles, containing 100 freehold families.  The inhabitants swear him an oath of loyalty and he has the power to settle disputes, judge crimes, and lead the militia in the Hundred.  He also collects the royal taxes, keeping a defined portion and sending the rest on to the Earl and King. In the Hundreds near the border, the Lord is almost always in residence to coordinate the defense of the land and usually has a fortified manor house.  However, nearer to Kingston, noble families often control several Hundreds, and rule as absentee landlords through their appointed Reeves, while they live in the city itself.
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 Oftentimes, these families get odd priorities which make them capricious and vengeful. Those that want to hire adventurers for profit are among the good ones. However, those who just want to use their wealth and power to make the lives of adventurers miserable are really terrible. They are nothing but the worst of the worst.  Oftentimes, these families get odd priorities which make them capricious and vengeful. Those that want to hire adventurers for profit are among the good ones. However, those who just want to use their wealth and power to make the lives of adventurers miserable are really terrible. They are nothing but the worst of the worst. 
  
-====THANE OF A HUNDRED====+===== Thane of a Hundred ===== 
 A basic-level lord of a hundred can support himself as a [[knights|knight]], his squire, his wife and children on the income from his position and his 5-hide estate.  He has hired farm hands and maids to do the manual labor, and can support 10 HD of armed professional retainers (for example 5 Class-C [[housecarls|Housecarls]] or 2 Class C [[knights|knights]] with their 3 HD warhorses).  For most of their military needs, they depend upon calling up the householder [[nessex_militia|militia]] (up to 100 for home defense, 20 when summoned by Earl or King). A basic-level lord of a hundred can support himself as a [[knights|knight]], his squire, his wife and children on the income from his position and his 5-hide estate.  He has hired farm hands and maids to do the manual labor, and can support 10 HD of armed professional retainers (for example 5 Class-C [[housecarls|Housecarls]] or 2 Class C [[knights|knights]] with their 3 HD warhorses).  For most of their military needs, they depend upon calling up the householder [[nessex_militia|militia]] (up to 100 for home defense, 20 when summoned by Earl or King).
  
-**THANE OF A HUNDRED ( 4 HD Soldier)**+**THANE OF A HUNDRED --FRONTIER WARRIOR( 4 HD Soldier)**
  
-  * AC: 17 (kite shield, mail)  HD 4 HP 17+  * AC: 19 (kite shield, master mail)  HD 4 HP 17
   * Resistance: 16;  vs. magic 10   * Resistance: 16;  vs. magic 10
   * Mods: W 0/N+4/S+6   * Mods: W 0/N+4/S+6
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   * Morale: +7   * Morale: +7
   * Stealth  0 Perception 0   * Stealth  0 Perception 0
-  * Attack:  +6; Damage:  2d6 (arming sword) +  * Attack, Melee:  +6; Damage:  2d6 slashing (arming sword) 
-  * Attack:  +6; Damage: 2d6 (lance,  double on charge) +  * Attack, Melee:  +6; Damage: 2d6  piercing (lance,  double on charge)--Reach 
-  * Attack:  +6;  Damage 1d6 (mace or dagger) +  * Attack, Melee:  +6;  Damage 1d6 bludgeoning or piercing (mace or dagger)
-  * Careful Rider: horse takes 1/2 damage in melee+
   * Knightly Combat: various advantages when fighting mounted   * Knightly Combat: various advantages when fighting mounted
- +  * Commander:  use your movement action to allow any ally within 60' to make a free active action 
-S+6, D+6, C+4, I+4, W+4,Ch+4+  S+6, D+6, C+4, I+4, W+4,Ch+4
  
 When encountered in their manor, Lords will have their professional retainers with them, and at least 10 militia men within a close summons, all 100 within a few hours.  On a trip to the city, they will have their squire and perhaps a few militia along for the ride. When encountered in their manor, Lords will have their professional retainers with them, and at least 10 militia men within a close summons, all 100 within a few hours.  On a trip to the city, they will have their squire and perhaps a few militia along for the ride.
  
  
 +**THANE OF A HUNDRED:  CUNNING ADMINISTRATOR  (4 HD Expert):**
 +  * AC: 12 (light armor)  HD 4  HP 17   
 +  * Resistance: 10; 
 +  * Mods: W 0/N+4/S+6
 +  * Speed: 30';  Load 14
 +  * Morale: +0
 +  * Stealth +6, Perception +4
 +  * Attack, Melee:  +4;   Damage: 1d10 slashing (arming sword)
 +  * Attack, Ranged: +4; Damage: by weapon 
 +  * Expertise:  Appraisal +6, Occupation (Estate Owner) +6, Persuasion +6, Insight +6, Lore (Law) +6
 +  * S +4, D+6, C 0, I+6,W+4,Ch+0
  
 +**THANE OF A HUNDRED--VINDICTIVE WASTREL (2 HD Expert)**
 +  * AC: 12 (light armor)  HD 2  HP 9  
 +  * Resistance: 9; 
 +  * Mods: W -1/N+3/S+4
 +  * Speed: 30';  Load 13
 +  * Morale: -1
 +  * Stealth +4, Perception +3
 +  * Attack, Melee:  +3;   Damage: 1d10 slashing (arming sword)
 +  * Attack, Ranged: +3; Damage: by weapon 
 +  * Expertise: Gambling +4, Deception +4, Lore (Picking up chicks) +4 
 +  * S +3, D+4, C -1, I+4,W+3,Ch-1
 +
 +
 +
 +===== Great Lord =====
  
-====GREAT LORD==== 
 A great lord rules over 3 hundreds. If he wished to he could support over 50 HD of soldiers/horses from his land income alone.  The king and the earls try to keep most nobles to having 3 hundreds or fewer, for the specious reasoning that they couldn't possible carry out their duties to more, but really to keep any from rivalling the power of an Earl.  So, once a family has reached 3 hundreds, they tend to diversify into commerce, speculation and mining to further their profits.  A great lord rules over 3 hundreds. If he wished to he could support over 50 HD of soldiers/horses from his land income alone.  The king and the earls try to keep most nobles to having 3 hundreds or fewer, for the specious reasoning that they couldn't possible carry out their duties to more, but really to keep any from rivalling the power of an Earl.  So, once a family has reached 3 hundreds, they tend to diversify into commerce, speculation and mining to further their profits. 
  
 A great lord will always be accompanied by at least 2 knights.  They are less likely to want to be accompanied by militia, instead will have some mercenary [[guards|guards]]. A great lord will always be accompanied by at least 2 knights.  They are less likely to want to be accompanied by militia, instead will have some mercenary [[guards|guards]].
  
-====LORDLINGS====+Stats for a Great Lord aren't different from Thanes of a Hundred, they only have more money and flunkies. 
 + 
 +===== Lordlings ===== 
 A host of idiot nephews, entitled heirs, hot-headed lords-to-be can be found whooping it up in the city.   Most are equivalent to [[knights|squires]], but some are really dangerous bastards.   A host of idiot nephews, entitled heirs, hot-headed lords-to-be can be found whooping it up in the city.   Most are equivalent to [[knights|squires]], but some are really dangerous bastards.  
  
 **LORDLING PUNK (1 HD Soldier)** **LORDLING PUNK (1 HD Soldier)**
-  * AC: 14 (gambeson, kite shield)  HD 1 HP 5  +  * AC: 18 (good mail, kite shield)  HD 1 HP 5  
   * Resistance: 13;  vs. magic 8   * Resistance: 13;  vs. magic 8
   * Mods: W-2/N+2/S+3   * Mods: W-2/N+2/S+3
-  * Speed: 30'--60' when mounted on light [[horses|warhorse]]+  * Speed: 25'--50' when mounted on heavy[[horses|warhorse]]
   * Morale: +4   * Morale: +4
   * Stealth -2 Perception -2   * Stealth -2 Perception -2
-  * Attack:  +3;  Damage:  1d6 mace or dagger)+  * Attack, Melee:  +3;  Damage:  1d10 slashing (arming sword)
   * Knightly Combat:  has various combat advantages on horseback   * Knightly Combat:  has various combat advantages on horseback
 +  * S+3, D+3, C+2, I+2,W+2,Ch+2
  
 **DANGEROUS LORDLING BASTARD ( 6 HD Soldier)** **DANGEROUS LORDLING BASTARD ( 6 HD Soldier)**
  
-  * AC: 17 (kite shield, mail)  HD 6 HP 25+  * AC: 19 (kite shield,master mail)  HD 6 HP 25
   * Resistance: 18;  vs. magic 11   * Resistance: 18;  vs. magic 11
   * Mods: W +1/N+5/S+8   * Mods: W +1/N+5/S+8
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   * Morale: +9   * Morale: +9
   * Stealth  +1 Perception +1   * Stealth  +1 Perception +1
-  * Attack:  +8  Damage:  2d10 (arming sword) +  * Attack, Melee:  +8  Damage:  2d10 slashing (arming sword) 
-  * Attack:  +8;  Damage: 2d10 (lance, double on charge) +  * Attack, Melee:  +8;  Damage: 2d10 piercing (lance, double on charge)--Reach 
-  * Attack: +8;  Damage: 1d10 (dagger or mace)+  * Attack, Melee: +8;  Damage: 1d10 piercing or bludgeoning (dagger or mace) 
 +  * Knightly Combat: various advantages when fighting mounted
   * Careful Rider: horse takes 1/2 damage in melee   * Careful Rider: horse takes 1/2 damage in melee
   * Riding Master: advantage to all riding checks and can mount/dismount as quick action   * Riding Master: advantage to all riding checks and can mount/dismount as quick action
-  * Knightly Combat: various advantages when fighting mounted +  * S+8, D+8, C+5, I+5, W+5,Ch+5
- +
-S+8, D+8, C+5, I+5, W+5,Ch+5+
  
  
nobles.1579185811.txt.gz · Last modified: 2020/01/16 14:43 by dave