Basic Medieval System

RiverNotch

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A system inspired by Fate and Pendragon, displayed here for feedback, as well as to take note of those interested: I might host a game in the coming months. For this system, characters must be NOBLES, and members of NOBLE FAMILIES. It is assumed that all participants have enough knowledge on early to high medieval society, as well as the more popular romances of the day; if the assumption is mistaken, please note below. Further details forthcoming.

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Each character has four basic attributes: WEALTH, PIETY, LOYALTY, and GLORY. Only WEALTH is considered on a per-family basis, unless one is far away from one's family, although all attributes may gain bonuses according to certain family characteristics. For the three personal attributes, there are two values: a permanent attribute, and an impermanent attribute. The permanent attribute is what one has by default; it is determined by one's family characteristics, one's personal characteristics, and whatever consequences one receives from an adventure. The impermanent attribute is what is gained according to one's choice of LABORS throughout the year: it acts as a bonus on any actions requiring checks on the attribute, and is reset as one recovers from an adventure.

PIETY determines a character's favor with God, favor with the church, and the amount of additional WEALTH the church may take every year. Negative PIETY, and God's wrath may fall upon a character, either through the church's acts or through something greater. With regards to adventures, PIETY increases the chance one witnesses the miraculous.

LOYALTY determines a character's favor with their subjects, granting a bonus to the WEALTH they gain per harvest, improving the morale of their levies, and possibly giving them access to additional information for each adventure. Negative LOYALTY, and one's subjects may revolt.

GLORY determines a character's reputation among their peers, and the chances of success any actions throughout an adventure may have. Negative GLORY, and one cannot hope to succeed in an adventure, nor charm one's peers.

WEALTH is pretty straightforward. WEALTH is always gained during the autumn harvest, and lost during the spring reckoning. The amount lost and gained is determined by the level of maintenance of one's holdings, the LOYALTY of one's subjects, and the PIETY one's family has displayed throughout the year. Negative WEALTH, and one is necessarily in debt: either one has permanent maluses to their annual WEALTH gain, one has permanent maluses to their other attributes, or one falls into the service of one's creditor.


This system divides the year into six phases, according to the time of year.

SPRING PHASE: Reckoning.
Here, WEALTH is spent, and LABORS are chosen: the characters may serve the church, gaining PIETY, aid their subjects, gaining LOYALTY, or train for battle, gaining GLORY. Some LABORS may require checks on any of the attributes in order to gain increased bonuses.

SPRING PHASE: Easter.
Here, the characters play hosts (or guests) to a feast. They may gain additional LOYALTY, PIETY, or GLORY by being particularly generous, or according to whatever events demand their attention during the feast. Political affairs typically begin here, what with the increased traffic of peers.

SUMMER PHASE: Preparation.
Here is yet another chance to gain more attribute points, again through LABORS. WEALTH may also be spent to improve one's arms, or to hire out mercenaries.

SUMMER PHASE: Adventure.
Some adventures are restricted, such that only males of a certain age and rank may lead, but more often than not women are at least allowed to observe, offering them their own chance at bonuses. Throughout the adventure, the characters may perform multiple actions, from which they may receive CONSEQUENCES: negative if they fail, and positive if they succeed. Success or failure is determined, for the most part, by their GLORY. The characters also get a chance at stumbling upon vast amounts of WEALTH.

AUTUMN PHASE: Harvest.
Certain negative CONSEQUENCES may be lost here by spending time in recovery, while certain positive ones require further training and meditation. Positive CONSEQUENCES grant permanent bonuses to one's personal attributes, while negative CONSEQUENCES grant permanent maluses. If the characters elect not or do not need to spend time for themselves, then, after harvest, they may begin LABORING for the next year.

WINTER PHASE: Christmas.
Another feast, with the same chances at gaining bonuses to attributes as Easter. Political affairs are typically negotiated here, as everyone settles in for the cold. Mysterious visions may also add further interest for this season.
 
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