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campaign_systems_kingdombuilding:people:start

People and Society

How your PC interacts with others, Player Characters or NPCs, is an important part of the game - this section includes some ideas and tools that you can use to make alliances and arrangements with other characters.

Entourage

The Entourage Rules allow a PC to collect a small group of low level NPCs to act as supporters, servants, friends or agents. As the PC progresses to higher levels, their entourage gets bigger, and they can recruit more NPCs to their entourage. Entourage Assistants generally serve as companions or help to manage a character's stronghold. Entourage-Cousins are less common and become part of your extended family - they also bring a bit of extra wealth with them.

Entourage-members help run the PC's stronghold or business, serve as a herald or valet, be a best friend or carry out other non-combat related duties. They can be taken travelling to perform tasks such as setting up a camp or looking after the horses, but they won't go into dungeons, go into combat, open locked doors or be of any real adventuring use. For combat assistance you need to get adventuring followers using feats such as Squire or Leadership.

Entourage-members are particularly useful if you intend to build your own stronghold under the World Building rules. Each stronghold needs a management team of three to five people, and while you can use basic NPCs, Entourage-Assistants give you the opportunity for a bit of extra Role Play and an opportunity to build better, more efficient, managers.

Noble Houses

What really makes a character stand out is the legacy they leave behind them The Noble House rules help you build a family that will bear your PC's name long after they are dead and buried. While this section is called 'Noble Houses', other houses and groups use the same techniques to make themselves stronger and spread their influence. Characters aspiring to Noble status mimic the structures and techniques used by existing Noble Houses.

Much more fluff than crunch, this section talks about marriage, children and adoption and provides a way for characters to pool resources and create a joint “identity” - it also links to a document that talks about pathfinder deities and Marriage. Note that there are other ways that characters can work together listed under the Contracts section.

Contracts

This is just a set of pro-forma contracts that you can use to draw up business arrangements between characters or groups. It includes Wills, Business Agreements, Family Agreements, Patron Contracts and Adventuring Party contracts.

Laws

The law, and how to enforce it, has always been a bit of an issue for me in PRGs. Most players think of the Adversarial system that is used in the UK, US and other countries - but that relies on complex and precise laws, often written in archaic language, supported by highly trained legal specialists. Cases are prepared by each side, in the case, and there are long debates about the rights and the wrongs of the case - led by 'learned counsel'. That is something that works in a modern society, but doesn't sit particularly well in a Fantasy world. Especially for games set in wilder and less civilized parts of the world that I use for my games.

However, some countries use a different system where-by a case is investigated by a magistrate and then rulings and punishments are handed down then and there. There a Legal Code, that guide the magistrate, but the implementation of those laws is left to the magistrates - although those rulings are subject to appeal. A concept that I find fits much better within my FRPGs. It is cleaner, easier to implement, and doesn't need to become a major part of the game (Unless you want it to) - and lets me use the political hire achy when I need to.

The Legal Code I use is The Lex Gasgana - a simple set of rules named after a well established sage who inhabits my game worlds.

While the Lex Gasgana defines the general application of the law, it is generic and doesn't allow for variations between states, so Tit is supplemented by a Legal Charter. Each country, or region, can have its own legal charter, that defines the state's position on big issues such as slavery, religious tolerance, trading, taxation or other important elements that define the character of the state.

Noble Titles

A list of the titles that can be awarded in Brevoy and the colonies.

campaign_systems_kingdombuilding/people/start.txt · Last modified: 2023/07/04 11:57 by johnb