Feudalism for D&D

Beleriphon

Totally Awesome Pirate Brain
- Barons tend to provide lots of troops, but little cash
- Towns provide lots of cash, but few or poor quality troops, and
- Church estates don't give much cash or troops, but provide religious kudos and reflected piety.

Don't forget influence beyond one's borders. If you're in goodwill with the Crocdylius Pontificus (the Space Pope) then you can project power beyond Earth to Omicron Persii 8.
 

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Ancalagon

Dusty Dragon
Great work on the Kingdom!

A few comments:

- Not all nobles of a same rank are equal in actual power. Baron 1 might be an idiot, baron 2 might be a friend of the king, baron 3 might rule over nearly worthless land and be broke, baron 4 might have a crack team of problem solvers (the PCs...), baron 5 might have elite troops etc etc.

- The actual power of a noble is in part based on the power of his vassals and their relationship to him/her. So Duke 1 might be in theory the most powerful noble of the land, but his counts hate him and constantly plot to undermine him. Meanwhile Duchess 2 has far less territory and income but her counts are loyal and competent.

- I was going to comment on the Marquis but someone already did that. In theory the Marquis will be skillful commanders and have good military troops. In theory.

- Make sure that each "rank" has their own land on top of the land of the vassals. The king has several private estates, but so do the dukes (to a lesser extents). The counts usually has the "best" barony (more income, bigger size etc) when compared to the barons.

- Usually, A noble can only go one step directly below him/her for help. If the queen summons the forces, she asks the dukes, who then ask the counts, who ask the barons; she can't ask the counts directly, (appart from the counts who report directly to her)... in theory. In practice if a duke gets asked for help by the king, does nothing, but the counts underneath him are loyal to the king they might go over his head and help.
 

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