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415125-Land Law Population
415125-Land Law Population
415125-Land Law Population
A special thanks to my wife for all the love, support, and kindness I never deserved.
Thanks to my son and daughter for encouraging me to create worlds to adventure in.
Thanks to Mike for letting us stomp around his homebrew world and ruin so many things.
This product was created under license. Sword Chronicle, The Chronicle System, and their logos, and the Chronicle System Guild and
its logo are trademarks of Green Ronin Publishing, LLC in the U.S.A. and other countries. This work contains material that is copyright
Green Ronin Publishing, LLC and/or other authors. Such material is used with permission under the Community Content Agreement
for Chronicle System Guild. All other original material in this work is copyright 2022 by Seth Williams and published under the
Community Content Agreement for Chronicle System Guild.
Whether by right, might, or decree, a noble’s word is the law maintain her position, whereas a lord of a smaller, more loyal
of their land – the authority which dictates justice and guides population can enjoy the benefits of this relationship and rest
morality for those within their borders. The weight of this word easier knowing that his House is provided for and position secure.
is represented in the Chronicle System by the resources Land, Law’s benefits do not stop there – this work also introduces
Law, and Population. Whereas other House resources largely Taxation and Conscription, two new House Actions that allow a
measure how the house interacts with the world beyond the House to draw Wealth and soldiers from its Communities.
domain, Land, Law, and Population regard how a domain Additionally, excess Law can also be invested into Decrees –
interacts with itself. The rules that follow are intended to breathe commands from the House to direct their subjects’ daily lives as
new life into these three House resources, as well as slightly the ruler sees fit.
modify the game’s scope. Pointedly, the modifications that follow
should ensure that a Home House has several domains to explore Complications
(and place Wealth investments in), more population centers to An additional (and, of course, optional) component to this
interact with, and a more defined setting in which to tell the story work comes in the form of Complications. Complications are
of their homes. The intent is to enrich the Home House’s domain elements of narrative friction that the players can elect to accept
and is likely to see the most use in a Chronicle that keeps the while they create the Home House to add to their starting
Player Characters close to home. That said, Narrators may find resources in exchange for some trouble or conflict the Narrator
the content useful to enhance the setting of other domains may utilize to complicate (hence the name) the Player Characters’
beyond the Home House’s borders. lives. Complications are largely similar to features and other
investments in that they are attached to a domain, but each one
On House Fortunes…
rewards a certain amount of resources rather than exacting a cost
The rules in this work are intended to change the way that and imposes some penalty rather than a benefit.
Population and Power influence House Fortunes, reducing the
amplitude of their independent weight and instead making them What to Expect
dependent on each other. Population no longer applies a direct This book is divided into five sections: Land, Law, Population,
benefit or penalty to the House Fortunes test, but instead confers Complications, and Investments & Qualities. The first three
a modifier calculated based on the relationship between Law and sections are dedicated to explaining the nuances of the
Population. If the House’s Population is higher than its Law, the modification to each of the three Resources for which they are
House receives a -1 Penalty to House Fortunes (as the liege lacks named. Complications are given their own section and explained
the resources to properly control their subjects). Just as with in detail, while new Investments for the House resources are
Degrees of Success on any test, for every 5 points of difference, included in the final section, along with a few Qualities for
an additional -1 Penalty is applied. This calculation represents characters to better take advantage of the new mechanics
the control a house can exert over its population, and it works in introduced herein.
reverse as well: If the House’s Law resource outpaces the While several features of this work are dependent on each
Population resource, the House receives a +1 Bonus on House other, it should be noted that it is not expected to be taken
Fortunes; and for every 5 points of difference, this bonus increases wholesale if parts of it do not align with the stories your group
by an additional +1. Thus, a lady who commands a large wishes to tell. Take this work, make it your own, and enjoy the
population of commonfolk but exercises little authority over them narratives your group creates!
has less control over their destiny and must work harder to
CITIZEN MILITIA
REQUIREMENT: Militia Training Grounds IRON GRIP
INVESTMENT: 10 Law TIME: 2d6+3 Months
REQUIREMENT: Power 30+
Common folk of the realm are expected to participate in seasonal
INVESTMENT: 15 Law TIME: 2d6 Months
training so that they may aid in the defense of their communities.
Commoners from these communities (even Player Characters) are The House maintains a cold, hard grip on its populace. Unlike
often expected to report home at least once per year to participate in other decrees, this decree does not become inactive when Law falls
this training – often in the autumn once the harvest is complete. below its required levels.
Characters who fail to do so lose the benefit conferred below and may While Law exceeds invested Population, House-affiliated
be declared an outlaw if the noble that oversees the village considers characters receive the effects of the Authority benefit while
their absence criminal. participating in intrigues within the Home House’s domain. If
Status 1 and 2 characters from the region gain 1 rank in Stamina available Law falls below invested Population, House-affiliated
or Spears, having spent many hours training at the thrusting and characters instead receive the effects of the Menacing Drawback
parrying techniques for this common weapon. If another weapon is under the same circumstances as above.
more prevalent and suitable for cultural reasons, it may be substituted House Benefit: It is much easier for a House with an Iron Grip to
for Spears instead (with Narrator permission). ensure that its orders are followed. Decrees that cost 10 or more Law
Status 3 characters gain +1B in Tactics or Coordination, as they have their costs reduced by 5.
are typically trained as officers in such militias. They may be thought Additionally, when the House’s available Law dips below its invested
of as Commanders or Militia Sergeants, but in larger settlements, Population, it ignores the effects of Corruption (described in the
they might be expected to have a more clerical or logistical role. Population section later in this work). However, Rebellion (also
House Benefit: When the House raises Peasant Levies, either described later) becomes much more of a threat: Whenever the House
normally or through Conscription (see Population below), their makes Status tests as per the rules for Rebellion, the difficulties of said
Levies begin with +20XP. Their Veterancy is otherwise unaffected. tests are increased by 3.
ROAMING MONSTERS
REQUIREMENT: None
BONUS RESOURCES: 3 Law, 3 Power
The House’s territory is full of bloodthirsty creatures that regularly
attack and otherwise torment the locals. These are not mere brownies
or wolves- no, something darker plagues this land, and there are too
many of them to easily route out with force alone. The result is a
populace that is both well-armed and vigilant. However, much of the
resources that would be used for other purposes are instead consumed
in dealing with this constant threat.
Complication: Power gains due to House Fortunes are decreased by
1. Population losses due to House Fortunes, the losses are increased
by 1.
UNSTABLE GEOLOGY
REQUIREMENT: None
BONUS RESOURCES: 5 Land
Unstable Geology marks a Domain as being uniquely prone to
certain natural disasters. Mountains may experience small tremors or
be riddled with lava vents, plains may be pocked by geysers, wetlands
may produce foul gasses, or whatever else is appropriate to the
narrative’s setting. While the instability is dormant (or at least
markedly less pronounced) most of the time, it may prove to be an
interesting sight to take in. Once disaster strikes, however, it is
terrible to behold.
Complication: Defense gains from House Fortunes are reduced by
1. Losses to Land due to House Fortunes are doubled.
WIZARD’S TOWER
REQUIREMENT: Barren Terrain
BONUS RESOURCES: 2 Influence, 2 Wealth
A powerful mage has taken up residence on some unattended or
under-developed tract of land that the House has left largely
neglected, magically constructing a Tower, and occupying it with a
Veteran Garrison of magical soldiers. The mage pays the Home
House little heed, but are not necessarily hostile, desiring mostly to
be left alone to pursue their studies. Unfortunately, their works and
rituals are sometimes problematic for the House.
Complication: The Wizard’s Tower applies 6-2d6 to House
Fortunes tests. Additionally, Population losses due to House
Fortunes are increased by 1.
CITY WALLS
Benefit: A community enhanced with this investment increases the
REQUIREMENT: Any Community Defense of all units garrisoned within by 2. Note that this bonus only
INVESTMENT: Varies TIME: Varies applies against attackers outside the walls – not enemy units that have
breached the walls and are fighting street-to-street.
Whether a simple stockade or a grand wall, enhancing a
Community with a City Wall can greatly improve the chances of units
garrisoned within to withstand assault. CITY GUARD
For Hamlets , City Walls cost 1 Defense and 1 Power, and take REQUIREMENT: Small City or Larger Community
1d6+1 Months to build. Most such defenses amount to little more
than a simple wooden stockade or palisade. INVESTMENT: 8 Wealth, 2 Power TIME: 2d6 +3 Months
A Small Town ’s City Walls cost 3 Defense and 1 Power, taking All communities of the appropriate size within the House’s
1d6+6 Months to build. Such fortifications are typically wooden walls territory are considered to have organized their own city guards to
between stone towers that allow defenders to rain missiles down on ensure that the city’s operations run smoothly per the wishes of their
assailants. Reinforced gates are common as well, but gatehouses are liege lord. These guardsmen are not only capable in the defense of the
hardly ever seen in a Community of this size. Large Towns are city, but they also serve as protectors on its streets.
PEAT FARMERS
REQUIREMENT: Bog
INVESTMENT: 5 Wealth TIME: 1d6+6 Months
A cottage industry has emerged to take advantage of the presence
of a Bog in the domain. Peat Farmers will take their carts into the
wetlands and return with heaping loads of long-burning logs that are
useful for warmth and a variety of other purposes.
Benefit: Population loss due to House Fortunes is reduced by 1.
STEWARD (ALTERNATE)
REQUIREMENT: Inf 30+
INVESTMENT: 10 Wealth TIME: 2d6 Months
The House obtains the service of a talented Steward to aid them in
the management of their holdings, handle the day-to-day accounting,
and advise the House’s Head on matters of import.
Benefit: Wealth Losses due to House Fortunes are decreased by 1.
Special: The House gains a loyal Narrator Character to act as Steward
as per the rules for Secondary Characters in the Sword Chronicle
Core Rulebook, Chapter 11: The Narrator . The character’s most
important ability is likely Status or Knowledge, but ultimately this is
up to the Players and Narrator to define.
At the players’ option, the Steward may conduct House Fortunes rolls
for the Home House. They may also serve as a source of information
for the House.
DESERTER
The Benefits and Drawbacks below are intended to take You have absconded from your official duties in a levy, and
advantage of the new rules presented in this work. Be sure to your liege has branded you an outlaw. A bounty equal to your
check with your Narrator before taking these qualities to ensure Status in gold pieces has been placed upon your head- no small
that the rules they intend to take advantage of are in use for your sum, and many may try to collect. Even if they do not, you take
Chronicle. -1D to Status tests if your background is known.
BENEFITS
CLERGY SOCIAL
Requires Will 3 (Dedication 2B), Sponsor
You are an official member of an organized religion, likely
holding some office or pursuing some assignment on behalf of
your head of faith. You receive a bonus to Status tests equal to
your Sponsor’s Status rank, which should be created as a
Primary or Secondary character, per the Narrator’s discretion
(if the character doesn’t warrant such attention, their Status is
considered a 4). When attached to Crusader units that share
your faith, you may issue orders as though they were Personal
Guard, but only to Crusader units that share your faith.
Additionally, your Dedication dice are considered Test dice
so long as you adhere to the tenets of your faith.
COUNCILMAN SOCIAL
Requires Persuasion (Bargain 1B)
You hold a seat on the Burgher Council for the settlement
in which you live or hail from and possess extensive experience
in negotiation and compromise. You may substitute your
Bargain rank for Breeding during Intrigues. When you use the
Bargain technique, you may keep your Bargain or Bluff
specialty dice as test dice.
Furthermore, when you test Cunning for Trade, you may
use your Bargain specialty on the attempt.