pogre said:
Greetings!
Recently, the PCs in my campaign were granted fiefs by a local Count. The fiefs were a reward, but still come with the usual feudal obligations. I previously have had PCs with business enterprises and property in cities, but this is slightly different. The PCs all have various plans for their lands rangining from the usual manor house to more intricate business designs.
My question is - what books would you use to govern the various aspects of growing a manor? I have MMWS by Xpress, but are there any other decent books that warrant my attention?
If you have some rules you have cobbled together for similar situations I would love to see them as well!
Thanks,
pogre
Rules? No, not really...
However, usually when a lord grants a fief to adventurers, he's giving them undeveloped, raw land, typically on the edges of the wilderness. Before the peasantry are going to come out there and start farming, they need to be convinced it's safe, so someone's going to have to go walkabout and make sure nothing really inimical is lurking in the hills, forest, caves, etc. The best candidate for the job is, of course, the newly minted baron/knight/whatever.
This also allows the PC to discover if there are any unique features of his lands, like an old iron or copper mine. Not all mines have to be that of silver or gold to be valuable.
There's plenty of adventures and plot hooks available that way.
The new noble will also have neighboring lords to visit to introduce himself. There are possibilities there, too. Not all of his neighbors are likely to be friendly, unless the new noble is well-known and well-liked. One of them may have had his eye on a nice section of the PC's land, and might try to swindle him out of it or otherwise get the PC to concede it. Even if the PC is well respected, people can have honest differences of opinion.
Then there's the merchants. Sooner or later, the PC nobles will have to deal with merchants wanting to set up various trade contracts. Some might be more-or-less honest, many won't be, some will be spies for other nobles and/or other kingdoms.
Then there's maintaining the lands. The world isn't static, and wandering monsters... wander pretty far sometimes.
For all this work, the PC gets a steady income, once his fief is relatively stable.