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Court of Lace and Other Perils
Court of Lace and Other Perils
In this game one participant is the Narrator, the other participants are
the Players. Players take the roles of an in game avatar referred to as a
player character (PC). All PCs are individuals who seek to better
themselves in society. The Narrator creates the various locations, people
and events that the player characters will interact with. They help shape
the story, offering challenges, setbacks, temptation and reward for the
player characters in the game. Friends and foes of the PCs are played by
the Narrator, these individuals are referred to as non player characters
(NPC). Together the players and the Narrator create a shared story of
epic swashbuckling drama.
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When the fast and Loose RPG was created, the aim was to make an easy to read
and fast playing set of rules, based on concepts found in Matrix and Free
Kriegsspiel war-gaming, additionally the concept was that they should be under 8
pages. As such the rules are super streamlined and open, for any genre of play, all
you need do is read up about the setting you want to play in and riff off the
themes found in that style of book, play or film. Therefore these rules do not
contain all the answers. Bear that in mind when running a Court of Lace.
The old King has died leaving his young son at the mercy of ambitious
lords who seek his favour whilst also working on their own needs rather
than in the King's and his domains interests. Men of science have
brought new marvels into existence and a key component of the realms
future success lies in its use of gunpowder weapons. Whilst it is the
largest power on the mainland its dominance is being challenged and it
is now weaker than it ever has been in many an age.
The streets may seem dangerous but the intrigues of the Court are far
more deadly. Bored Aristocrats, scheming low nobility, feuding families,
factions with political ambitions and the supposedly non-political church
all seek to cling to power or claw it away from those who have it. It is a
nation of petty dukedoms, a three tiered society and seeks to reclaim its
past status as a global superpower.
To the Northeast lies a rival Empire, one ruled by a stern and ferocious
warrior, he seeks to conquer and subdue all other realms.
On its Eastern borders roam the fast moving and savage Silver Horde,
unreliable allies to whoever pays them. They are a nation of many tribes
of veteran warriors and fine horsemen.
To the Southeast lies the slumbering Kingdoms of the Eastern Reaches,
spending their time in idle games, feasts and parties. Unaware of the
threats laying beyond their borders. Whilst they have become decadent
they still command a large militia and a large corps of highly skilled
knights. Few dare rouse them from their dream-like torpor, for fear of
them sweeping all before them, as they did four hundred years ago.
The South west is the realm of the Fae, powerful fairy folk who only
concern themselves with what occurs within their own borders and
ignore the outside world. A dangerous foe, uncertain ally and rightly
feared for their powerful magic.
The Fae found in the wilds are mostly nature spirits, they
distrust and dislike humans. They are often mischievous,
prone to murderous jokes and plots, they steal human
children and are wicked, cunning and cruel. They vary in
form with some being beautiful beyond measure, but most
in fact are shape changing and/or cruelly bent beings of
dark designs. Banshees, Spriggins, Dryads, Gnomes, Elves,
Goblins, Red Caps, Kobolds, Wil o Wisps, Changelings,
Mermen and the such like are the Fae of this world. Almost
all of them are magical, with some beings also having
powerful magical spells. The Elves of the South Western
reaches are particularly powerful but thankfully content to
maintain their forests, waterways and caves of mystery.
To the far north west, across a storm wracked sea, lies the Emerald
shores of the Island Kingdom, where man and fae are said to live side by
side stubbornly resisting the march of science. Its southern reaches
trade with the mainland and bring fine wood, leather, wool, mead and
jewelry to the courtier classes of the Court. Many a noble looks jealousy
at the riches across the salty passage that separates the Island from
them. They have a powerful navy, keen eyed archers and stern two
handed weapon wielding warriors. They also have fae magic and cruel
priests who defend their shores from intruders.
Creating a Player Character
To create your character simply fill in the below statement.
I am a _______________
I am skilled in fighting with __________
I am also talented and well trained in the skill of _________________
I am however not perfect, being a klutz at _____________
Otherwise I am average
You are best at the answer to "I am a", slightly better than average at the
next two entries and worst at your "a klutz at". Anything not covered by
the other entries is considered to be average.
Wounds
When adventuring you can became injured, this is tracked by ticking the
relevant box to show your current status (starting from Unhurt at the top
and working down towards Coma)
Unhurt [x]
Winded [ ]
Bruised [ ]
Hurt [ ] Modifier= 1
Pained [ ] Modifier= 1
Wounded [ ] Modifier= 2
Serious [ ] Modifier= 2
Grievous [ ] Modifier= 3
Coma [ ] No actions
The more injured you are the more impact it will have on your ability to
attempt tasks
Finally you need to track three statuses
Social Status
Your place in Society, determined by birth and extremely hard to break
free from. Society is stratified into three tiers; Commoners, Clergy and
Nobles. Each Social Level has a ranking number [x], roll 1d6 to determine
your starting place in society.
Tier 1 Commoners;
◦ Peasant [1], Commoner [2], Middling sort [3], Guild Member [4],
Guild Leader [6]
Tier 2 Clergy;
◦ Junior Clergy [5], Senior Clergy [8], High Cleric [11]
Tier 3 Nobility;
◦ Impoverished Noble [8], Low Nobility [13], Noble [18], Court [23],
Royalty [28]
Moving within each tier is relatively easy but to move from one level to
another is very hard. Advancing between ranks is covered later in the
rules.
Fame
Your renown across society and thus your respect or hatred, regardless
of status, with which you are viewed by friends and enemies.
New PCs start with a Fame of 1
Wealth
Wealth is the PC’s income and spending capacity, it is derived from
status and fame; add them together to calculate the PC’s rating.
Eg Junior Clergy 5 + fame 2 = Wealth of 7
Should a PC fail to ‘pay their way’ they will lose 1 status rank and then
have a grace period to pay back the debt. If they fail to achieve this in
the ‘Grace time’ period then they will be barred from Court and be
unable to gain rank or fame until the debt is repaid. eg A Guilder Leader
[6] fails to pay and drops to Guild Leader [5]
Optional - Nobles (Tier 3) are super wealthy and earn 30 sp per Wealth
rating, rather than the ‘plebs’ 20sp.
Fighting skill
Axes
Heavy bladed chopping weapons, used to break lines, doors and heads.
Whilst they can be used one handed they are normally used with two.
Battlefield
You fight en masse, leading infantry or Cavalry into battle as a fighting
formation. You are more expert at battlefield fighting rather than man to
man.
Bows
Hunting and Low bows, out of favour now that black powder dominates
the battlefield. Faster and more effective in trained bowman's hands but
requires years of practice to perfect.
Dogma
The church is your shield and sword, you apply the power of religious zeal
to achieve your aims. The social constraints and influence of dogma are
your ally.
Fisticuffs
You are a bare knuckle fighter, preferring to use fist, foot or other
unarmed combat techniques
Musket
Heavy and slow but fired en masse they are deadly at close quarters. Can
pack a punch and looks and sounds impressive. Only highly skilled
snipers can land shots accurately at decent ranges.
Pistols
Flintlock black powder weapons. Deadly when fired point blank, but
highly inaccurate at useful ranges. Under 20 paces it is a weapon of
choice
Pole-arms
Long unwieldy spear-like weapons, including pikes and halberds, both
are two handed weapons. Normally reserved for the battlefield or guards.
Politics
War is an unnecessary waste of coin, materiels and time. You prefer to
lock horns via the dark arts of politics. Backroom deals, influence and
even assassination are your methods of winning a conflict.
Words
You avoid physical conflict, preferring the sharpness of your tongue and
your wits over crude flesh. You can calm, seduce or enrage people with a
few choice words.
------------------------------
If you have someone with Words fighting against a foe with Pistols you need to
consider that the person who ‘wins’ the combat does so via their fighting style.
The Narrator and the player will have to weave an explanation as to how this actually
occurs. Maybe the shots miss after the ‘Words fighter’ belittles the shooter so much
they fail to be able to aim or even hit a barn at 5 paces.
Wounds
Each wound level beyond Bruised can have a potential impact on tests.
However, depending on the test this could be a negative or a positive
effect. The Narrator will determine when a test is affected and if it is
positive or not. If in doubt treat a modifier as a negative.
Outcomes
A PC can do mundane tasks without having to resort to a test. But when
there is peril or the result is uncertain a player makes a 2d6 roll.
NB – As per above, with Advantage you pick the best two results, with
Disadvantage the worst two, on a 3d6 roll.
As a Narrator you should channel the daring deeds of the Princess Bride,
the Three Musketeers and other such tales. You can also draw on the
historical eras between 1600 and 1800. The game should be a mix of
war campaigns, parties, political intrigue, murder mystery, social
manoeuvrers and world exploration. Unlike a purely historical setting you
can also bring in magic, the fae, steampunk marvels and lost lore to
make for a heady mix of traditional ‘dungeon delving’ as well as political
play.
Courtly machinations are the driving force behind all activity in the world
of the Court of Lace. Rival power blocks at Court position themselves in
the power vacuum left by the King’s death, the PCs are pawns in this over
arching meta plot.
The Court of Lace has a rigid hierarchy that normally traps individuals
within the strata of society they are born into. However, PCs are unique
and stunning individuals who can break through the norms of society and
move up in the world. The aim of the game is for low born PCs to rise
through the social levels and achieve courtly or even royal status.
However, it is a hard won road and will take much fame, coin and luck to
achieve this goal. To move up one level requires a PC have the fame
listed below, as well as earning enough income to match their new rank.
If they meet this criteria they pay their new level’s fee to secure the new
position, losing 1 fame point but is now treated as being at the new level.
When moving to a new tier a PC enters it at the lowest rung within that
strata of society (eg a Guild Leader becomes a Junior Clergy).
Tier 1 Commoners;
◦ Peasant [1] 3 fame n/a
◦ Commoner [2] 4 fame 200sp
◦ Middling sort [3] 5 fame 300sp
◦ Guild Leader [4] 6 fame 400sp
Tier 2 Clergy;
◦ Junior Clergy [5] 8 fame 500sp
◦ Senior Clergy [8] 10 fame 800sp
◦ High Cleric [11] 12 fame 1,100sp
Tier 3 Nobility;
◦ Impoverished Noble [8] 15 fame 800sp
◦ Low Nobility [13] 19 fame 1,300sp
◦ Noble [18] 23 fame 1,800sp
◦ Court [23] 27 fame 2,300sp
◦ Royalty [28] 30 fame 2,800sp
In each phase the opponents both roll 2d6, the highest total wins
Optional complications;
if any player rolls 2 (a double one), their weapon breaks
if a player chooses to Parry they only take 1 wound from an
offensive win
The PC who still stands or scored the most phases at the end of the duel
is declared the winner and gains a fame point.
If any player used a quip and won the phase, then they gain 1 fame point.
However, Quip’s only grant a maximum of 1 fame per Duel.
The duelling actions are as follows;
Loan Sharks
To do this they can approach a loan shark and can borrow up to 50x
their wealth in SP. All loans are repayable in full after 6 months + 20%
extra in Interest.
Should a PC fail to pay, they lose 2 status ranks and are hunted by the
criminal underworld. They are also unable to borrow again, until they pay
off the loan +50% Interest.
Appendix
The Kingdom
Areas of Note:
• 1 The Capital
◦ centre of the Known World and location of the Court of Light
• 2 The Cathedral of Light
◦ the Bishop’s personal fiefdom, 2nd in command of the Kingdom
• 3 The Warren
◦ The Baron of Osternmark’s fiefdom, chief rival to the Bishop
• 4 The Nordon Shores
◦ Nominally held by the Baron of Nord, this Northern port town has become
infamous for smuggling and crime.
• 5 The Westmarches
◦ Held by Baroness Lilly, a cunning and ruthless lady whose sixth husband
recently died on a hunting trip.
The Kingdom is made up of regions controlled by powerful Barons and
the Church. Each region is a semi feudal area that supplies taxes, food,
goods and fighters for the defence of the realm.
Workers at the lowest levels are serfs, tied to the land they work. Other
lowly peasants are free men (all PCs are assumed to be free), scraping by
on pitiful wages and always hungry and keen to advance.
Tradesmen and skilled workers are higher up in society, with the most
valued members of the lower orders being members of Guilds.
Parallel to this is the Church that commands much respect, with the
highest ranked members being considered nobility.
At the top are the Nobility, although only those at Court actually hold any
real power. The rest are just wealthy and committed to supplying taxes
and men for the King’s Armies.
The City of Lights
Areas of Note:
• 1 The Palace
◦ A grand building of marble, gold, glass and excess
• 2 The Noble Quarter
◦ Location of grand houses for the nobility.
• 3 The Docks
◦ A bustling centre of trade and intrigue
• 4 The Guild house
◦ The largest building after the Palace, meeting place for all guilds
• 5 The Sprawl
◦ A warren of narrow and dark alleys, home to all sorts of unsavoury types.
The exact details of the Kingdom and City are deliberately vague,
allowing you to make the Setting your own
PC’s Name Player
------------------------------------- ---------------------
I am a _______________
I am skilled in fighting with __________
I am also talented and well trained in the skill of _________________
I am however not perfect, being a klutz at _____________
Otherwise I am average
Unhurt [ x ]
Winded [ ] Wounded [ ] Modifier 2
Bruised [ ] Serious [ ] Modifier 2
Hurt [ ] Modifier 1 Grievous [ ] Modifier 3
Pained [ ] Modifier 1 Coma [ ] No actions
NOTES;
INSPIRATION TABLES
The following tables can be used to inspire your sessions and to create a
setting unique to you and your group. Roll 2d6 on each table to generate
a result (on a result of 12, create your own entry)
Guilds
2 Brothers of the Earth 7 Seekers of Lost Lore
3 The Green Alliance 8 The Artificers
4 The Salt and the Sail 9 The Lace weavers
5 The Tanners 10 The Weapon Smiths
6 The Honorable Merchants 11 Silver Crafters
12_____________________________________________________
Factions
2 Brotherhood of Rogues 7 The Council
3 The Bloody Hand 8 The Loyalists
4 Mercantile Collective 9 The Legion of Steel
5 The Order of Ages 10 The Republicans
6 Purity and Piety 11 Order of Veils
12_____________________________________________________
Events
2 Crime wave 7 Pauper Riots
3 Economic Crisis 8 Scandal
4 Famine 9 Royal Ball held
5 Outbreak of illness 10 Assassination Attempt
6 Extreme Weather 11 Armed Conflict
12_____________________________________________________
Fashion
2 Cod pieces 7 Extravagant Wigs
3 Pointy Shoes with bells 8 Long Sleeve Jackets
4 Clean shaven looks 9 Stockings and Pantaloons
5 Extravagant Hats (with feathers) 10 Exotic colourful silks
6 Stylized Beards and moustaches 11 Drab clothing
12_____________________________________________________
Lore
2 Lost Lore of the Fae 7 The Anatomy
3 The Secret of the Machines 8 Military Tactics
4 The Mathematical World 9 The Alchemist’s Secrets
5 Black Powder and its Uses 10 The Life Cycle of Plants
6 The Orbital mechanics of the Heavens 11 The Body, Medicine and the
secret of Long life
12_____________________________________________________
Clubs
2 The Ermine Owl 7 The Silken Sheets
3 The Lost Unicorn 8 The Dreaming Adobe
4 The Dragon and Mouse 9 The Palace of Delights
5 The Dwarf’s Retreat 10 The Cream Lilly
6 The Fae Follies 11 The Giant’s Rest
12_____________________________________________________
Scandal
2 A high profile affair 7 Peasant conspiracy
3 Religious indiscretion 8 Mutiny
4 Low quality goods 9 Corruption
5 Murder 10 Rotten food
6 Assassination plot 11 Diplomatic incident
12_____________________________________________________
Regiments
2 The Border Militia 7 The Grey Riders
3 The Marines 8 Royal Musketeers
4 The Bishop's Guard 9 First Legion
5 The Horse Brigade 10 Queens Halberds-men
6 Bishop’s Royal Footman 11 Kings Own Guard
12_____________________________________________________
Merchant’s Goods
2 Tools 7 Lace
3 Textiles 8 Food
4 Livestock 9 Exotic goods
5 Weapons and Armour 10 Narcotics
6 Alcohol 11 Silk
12_____________________________________________________
Steampunk Marvels
2 Steam powered Forge 7 Distillery
3 Steam powered Lift 8 Mechanical computer
4 Mechanical Toy 9 Steam Powered Warship
5 Steam powered river boat 10 Flying Ship
6 Underfloor heating 11 Steam Tank
12_____________________________________________________
Curious Artifacts
2 Robotic Humanoid 7 Potion of Vitality
3 Robotic Pet 8 Fabulous Hat
4 Teleport portal 9 Irresistible Chocolates
5 Cloak of Invisibility 10 Undying Rose
6 Boots of Leaping 11 Mechanical Horse
12_____________________________________________________
Strange Beings
2 Walking Tree 7 Elf
3 White Stag 8 Gnome
4 Talking Black Wolf 9 Goblin
5 Talking Fox 10 Troll
6 Talking Raven 11 Eccentric Human
12_____________________________________________________
Food
2 Vegetable Stew 7 Wild Game platter
3 Hot Cheese and Fruit Feast 8 Roasted Meat and Vegetables
4 Deep Fried Fish 9 Wine infused Souffle
5 Pickled Eel 10 Shellfish Pallet
6 Spiced Pie 11 Sweet Meat Buffet
12_____________________________________________________
Reactions
2 Overtly Hostile 7 Neutral (easily swayed)
3 Hostile 8 Warm
4 Dislikes you 9 Friendly
5 Neutral (easily offended) 10 Overly Friendly
6 Neutral 11+ Enamoured
Rumours
Roll a d6, then roll another for the relevant table
1 Countryside
1 The River turned black for two 4 Gold was found (1d6 days away)
days
2 A ‘Caravan of Mystery’ is in the 5 The Fae are stealing children
next Village
3 Giants are North of here 6 A Dragon lives in those hills over
there
2 Guilds
1 Lace prices will soar, buy before 4 A strange illness is killing
the prices spike livestock
2 Traders have been robbed 3 days 5 Perfume from the East can be
out of the City had at bargain prices
3 Silk is selling for 3 times its 6 The economy is about to crash
normal amount to the South
3 Armed forces
1 The commander of the Guard was 4 The horses have all suddenly
poisoned gone lame
2 Weapons have gone missing from 5 Recruits have been press ganged
the armory in the West
3 The pay wagon has been missing 6 A war is coming
for 4 days
4 Court
1 The King is angry with a Lord, he 4 The Queen wants to hold a ball, a
has issued a warrant for their Lord can profit from hosting one
execution
2 The King has a new mistress 5 Blue Lace is next seasons fashion
3 The King needs more Taxes 6 [Roll on Nations table]
5 Queen
1 The Queen is barren 4 The Queen will be wearing Red
lace next season
2 The Queen has plotted against a 5 The Queen is hosting a Ball next
Lord month
3 A Lord has plotted against the 6 The Queen is Pregnant
Queen
6 King
1 The King is Barren 4 The King wants a wagon of Lace,
a Lord can profit from this
2 The King is about to dismiss the 5 The Bishop and the King have
Court fallen out, this could be exploited
3 The King caught the Queen with a 6 The King is about to declare War
gentleman. If he disappeared, the on our enemies
King would be most pleased
Bibliography
Alexandre Dumas (1843) The Conspirators
(1844) The Count of Monte Cristo
(1884) The Three Musketeers
(1845) Twenty Years After
(1847) The Vicomte of Bragelonne: Ten Years Later
Polemos English Civil War; Baccus Thirty Years War, Europe in agony; GMT
Miniatures Games
COPYRIGHT
The Court of Lace, version 1
Copyright 2023 Robert Mills
Fonts
Atkinson Hyperlegible and 18thCentury
Town Generator
Medieval Fantasy City Generator (watabou.github.io)
Region generator
Perilous Shores (watabou.github.io)
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This product contains assets that were, wholly or in part, procedurally
generated with the aid of creative software(s) powered by machine learning.
You die as you lived in a flash of the blade
In a corner forgotten by no one
You lived for the touch for the feel of the steel
One man and his honour
Lyrics from Iron Maiden’s “Flash of the Blade”, 1984
The Court of Lace
The King is dead and the enemies of the state gather. Take up your
sword, grab your feathered hat, load your trusty flintlock and seek your
fortune in the glittering palaces of the Capital.