The Kingdom and Vassals?


Kingmaker


So I've scrapped the Kingdom Building rules as per request from my fellow players, but the kingdom itself growing as part of the story hasn't been handwaved aside. Now one thing I've noticed only passing mentions of is people having the kingdom separated into vassal states or similarly divided by multiple aristocratic houses. Anyone done anything similar? I just got a few ideas for extra NPCs who might be of help (or possibly of hindrance) to my group, as well as being able to provide some more RP opportunities.

On a side note, I should bring Akiros and Kesten back from the "Land of Forgotten NPCs" as well...

Lantern Lodge

I've had ideas on this. I rather like the idea of a proper feudal system, but I'm at the stage it could be implemented a bit later, as they absorb different guys. Sootscale, Candelmere, Tatzlford, Oleg's, the fey castle and the castle with the troll's all make good targets in the green belt.


My guys have two pseudo-vassal states ATM - The Sootscale's have a semi-independent area as do the Lizard Folks. Both have the right to manage their own affairs and implement their own local laws, so long as they stick to some national laws - as decided by the PC's ruling council.

My party has three primary PCs - and I anticipate that there will be three (or perhaps 4) 'counties' within the kingdom, each over seen by their own local ruler, as each PC starts up their own Noble House.

However, they will all be part of one big federal nation.

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Well my vassalage system is based in the building rules and mass combat rules.

Basically its a system of exchange, the PCs pay the cost of a knights estate in my system and grant whatever group they are making vassal 2 hexes and they have to have a 5th level character or better to serve as Lord. The Lord raises and army of 500 men which provides a defensive bonus of 2 to every surrounding hex. The Army's upkeep is free though equipemnet upgrades and what not stil need to be paid for. OFten the lord will knight sub commanders who will in turn have land grants to monitor. The PCs can build roads thru and still rule the territory but there's a general expecation of autonomy and the PCs are not allowed to develop those hexes (the lord does and makes profit)


Although my system is a full conversion of the Kingdom building rules, the essence boils down to a simple division between the level of the Realm and the level of the Domains.

A Domain is basically a hex with a settlement and surrounded by a maximum of 6 hexes (one hex bordering the settlement hex). As in a more feudalist than absolutist system, Domains are more or less autarkic entities run by Domain Lords. Production and consumption of food and resources takes place primarily within the Domain, surpluses are taxed and traded.

A Domain can be as big or as small as you want it to be, in the sense of a simple Lord ruling a community from his manor, or an Arch-Duke residing in a metropolis.

If you want to slide Kingdom building in the background, you could just appoint a bunch NPCs to become Domain Lords and handwave production etc.

The Realm is the top level of the Kingdom. The King is a suzerain, not a sovereign, which means that (s)he and his/her vassals are bound to a system of rights and duties (military aid, tribute, etc.). In my Kingdom, there is a centralized standing army, paid by Domain taxation, but you could also rule that each Domain Lord has to send a certain number of troops when demanded by their Liege.


well there solsprial, let us not forget that each knights estate that has been put into the game also comes with allot of work behind the scenes to ensure they are not just an army, but have a code of behavior, leadership positions, and much more. I would go so far as to say that the knights estate allows the player(s) to have allies that they, or the DM, can tailor.

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GM_Beernorg wrote:
well there solsprial, let us not forget that each knights estate that has been put into the game also comes with allot of work behind the scenes to ensure they are not just an army, but have a code of behavior, leadership positions, and much more. I would go so far as to say that the knights estate allows the player(s) to have allies that they, or the DM, can tailor.

Yep I make you work for it!

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