campaign_systems_kingdombuilding:strongholds:stewardship
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| campaign_systems_kingdombuilding:strongholds:stewardship [2023/07/04 11:56] – removed - external edit (Unknown date) 127.0.0.1 | campaign_systems_kingdombuilding:strongholds:stewardship [2023/07/04 11:56] (current) – ↷ Page moved from campaign_systems2:strongholds:stewardship to campaign_systems_kingdombuilding:strongholds:stewardship johnb | ||
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| + | ====== Stronghold Stewardship ====== | ||
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| + | ===== Overview ===== | ||
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| + | As the ruler of a stronghold you can't do everything alone. | ||
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| + | If you control a large area, separate domains or more than one settlement, you will need an administrator to oversee them for you. It might just the senior ranking military commander in the area (certainly in rural and countryside areas) but you might also choose to appoint a specific surrogate leader (especially if it is a large area or you want to reward someone with a title) to oversee things on your behalf. | ||
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| + | One of the things you, and your stewardship committee, must do is maintain a balance between Economy, Loyalty and Stability. | ||
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| + | **Balance** | ||
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| + | When you build a Stronghold you must keep Economy, Loyalty and Stability in balance – When you start off, this means they must all be within one point of each other - for example | ||
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| + | As your stronghold gets bigger, it becomes a bit more resilient. | ||
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| + | ===== Stewardship Committee ===== | ||
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| + | These are the people who oversee the stronghold and make day to day management decisions, they work in background and their skills are used to judge how well they do. This can include the PC who owns the town, NPCs or a collection of PCs - however, the basic day-to-day stuff still happens in the background. | ||
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| + | * **There are three major posts** | ||
| + | * **Executive**: | ||
| + | * **Chancellor**: | ||
| + | * **Advocate**: | ||
| + | * **There are two minor posts that only affect variance in larger strongholds** | ||
| + | * **Moderator of Churches**: | ||
| + | * **Marshal**: | ||
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| + | ==== Stewardship Modifiers ==== | ||
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| + | Add the Skill Modifiers from each of the three main priary councillors, | ||
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| + | Which basically means if the committees total Steward Skills = 15, then you can discount one point of Consumption. | ||
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| + | ===== Variance ===== | ||
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| + | Every stronghold is assumed to start out with an alighnment of TN and variance 1. That means the Stronghold stays in Economic Balance if Economy, Loyalty and Stability are all within 1 point of each other. | ||
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| + | However, the variance can change. | ||
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| + | **Rulers' | ||
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| + | If the rulers are consistent (lawful) the population have a better idea of the rules and the more the rulers ' | ||
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| + | ++++Examples| | ||
| + | * (LG + < | ||
| + | * (LE + C< | ||
| + | * (L< | ||
| + | ++++ | ||
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| + | Council Overall Variance table. | ||
| + | |||
| + | | LG, 3 | NG, 2 | CG, 1 | | ||
| + | | LN, 2 | TN, 1 | CN, 0 | | ||
| + | | LE, 1 | NE, 0 | CE, -1 | | ||
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| + | **Affecting the Council' | ||
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| + | It is much easier to manage a stronghold with a high variance, rather than with a low variance and you can affect the variance by manipulating the Council' | ||
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| + | There are two minor posts on the Stronghold council, | ||
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| + | * **Marshal**: | ||
| + | * **Moderator**: | ||
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