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Doomed Slayers - A campaign framework justifying roving bands of adventurers

I was thinking that the way you provide a common definition for what a Slayer is, you could provide a common definition for 'serf', 'minor noble', 'landed noble', 'church leadership', 'village/town leader', etc..

Then when you get to the regional work, say with Darengard, you can use that common baseline to describe the region. For example {off the top of my head} 'the primary mover within Darengard is the village or town leader. Often this person is an elder female who has seen too many of her sons sent off to battle the zombie hordes. The skeleton of feudal society exists, with 'landed nobles' outnumbering 'blue blooded nobles' 4 to 1. This was due in part to extending titles to mercenary captains instead of pay. The end result is a glamouring of competing city/states barely held back from civil war... primarily by the town Matriarchs that push for peace. However not all Matriarchs have that attitude and many 'nobles' find ignoble ends hanging on a gibbet in the village squares. Any 'replacements' sent by the king are either villainous terrors with death squads to subdue the serfs, or cowards that hide in their manor house and try to avoid getting killed by either the serfs for overtaxing or the king for failing to pay taxes in turn."


With this sort of backing, I can make Darengard *feel* different than another region by how the people interact and the players can make more in-character decisions. Like siding with a 'blue blood' in an argument as a means to gain favor and not look too mercenary.

The above makes alot more sense if the difference between a 'landed noble' and 'blue blooded noble' are made. IMO I would rather see this as an external supplement so I can adapt it to my game instead of having to reverse engineer out of a campaign guide.

I know enough about feudal politics and economy to be dangerous, and would love to have a sourcebook that makes it reasonably easy to run a mostly accurate facsimile.
 

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If you're asking about social class in general, for what it's worth (not much), I'm happy share what I wrote up for my campaign, after a long discussion of the issue on ENworld.

It's a 3.5e campaign set in Bissel in Greyhawk. I describe Bissel as being a militarized frontier state at the edge of a "Clash of Civilizations".

.............

The socioeconomic classes in Bissel are similar to those in Furyondy-Veluna and Keoland, as all these lands are feudal monarchies. Serfdom ended in Furyondy-Veluna when Old Ferrond declared itself free of the Great Kingdom in 254 CY, and it was never codified in Keoland, or indeed Bissel. Nevertheless, economic differences among the common people of Bissel can still be stark. Below the Baronets, classes can be roughly understood as follows:

Destitute (Underclass): The destitute have no steady source of funds, and either no living space or a makeshift squatter’s lean to. Typically they carry what meager possessions they have everywhere they go. They eat poor quality food, mainly scavenged from settlements and stolen from farms and gardens. They wear all the clothes they own, typically a worn peasant’s outfit.
The destitute are typically vagabonds, drifters, criminals, outcasts, or refugees. They are relatively rare in Bissel. Half-orcs are assumed to be of this class, and often are. (In game term, most people in this social class are use the Commoner NPC class.)

Cottager or Laborer (Lower Working Class): Basic peasant subsistence is 1 sp/day, or 3 gp/month. That's what an unskilled laborer is paid if there is plenty of surplus labor. It's enough to keep an active human male from starvation. It's also the cost of a maidservant in at a castle – she’s not really paid much, maybe an occasional sp at holiday time, but feeding her & keeping her supplied with clean linens and so on adds up.
This class works for other for wages/subsistence as a hired hand. Farm hands, shepherds who tend flocks owned by someone else, dockworkers, freight handlers, day laborers, and ditch diggers typify this class. They do not own or hold rights to any land of their own. They typically wear a peasant’s outfit (and own two), and can rarely afford to eat meat.
In the country, a cottager would, of course, live in a small cottage, usually provided by their employer.
In a city, where the economy is more cash-based and employment may be more informal, a laborer might sleep in a ragged blanket on a dry(ish) reed-covered stone or packed earth floor, shared with 30 other men, for 1 cp/day, eating food from the market with plenty of hot broth and porridge for 5 cp/day. If there’s steady work, that leaves 4 cp/day for patching clothes and drinking plenty of weak beer at 2 cp/gallon. If there’s no regular work, their meager savings can go fast, with hunger or beggary beckoning. (In game terms, typically Commoners.)

Crofter, Sharecropper, or Tradesman (Middle Working Class): A farmer in this class might be a crofter, who owns a poorly developed farm on the frontier or a poor quality farm on marginal land, or a sharecropper, who owns very little land – perhaps just a house and a garden – and rents the rest of their land with a share of the crop. These farmers likely share expensive tools and livestock (like oxen and a plow) with their neighbors, or rent it from their landlord as part of a sharecropping agreement.
Though freemen who grow their own crops and tend their own herd, the lot of the crofter or sharecropper is little better than that of serfs. Most earn about 2 sp/day, or 6 gp/month. They wear a peasant outfit, and own 2-3 each, including a “Sunday best” version.
In a city, a tradesman of this class is an apprentice artisan, or a semi-skilled laborer.
A mercenary infantryman also costs about this much. The money nicely covers equipment repairs, good eating, and booze money. (In game terms, typically Commoners or Warriors.)

Yeoman or Journeyman (Upper Working Class): A yeoman farmer owns a reasonable amount of land, a sturdy home, and likely at least one beast of burden (ox, mule, or horse). In the militia, they may serve as light crossbowmen or longbowmen.
In a city, the equivalents are journeymen artisans or the lower professions (such as scribes), or a petty merchant with a market stall. A teamster who owns his own wagon team, or a fisherman with his own boat would also fit in the yeomanry.
Mercenary soldiers at this level of wealth are elites, perhaps horsemen or junior sergeants.
A novice or unsuccessful adventurer with income at this rate could sleep 5 to a room (for 1 sp), eat 1 good meal a day (2 sp), with equipment repairs, clothes, booze, and sundries using up the rest.
Someone of this class typically owns 2-3 artisan or traveler’s outfits, and earns about 10 gp/month. Halflings and Gnomes are often assumed to be this class. (In game terms, typically Commoners, Experts, or Warriors.)

Middle Class: The middle class are “middle” between the working class and the gentry. This is not a typical Bisselite – that would be a working class, Cottager, Crofter, or Yeoman – but one whose socioeconomic status is neither low nor high.
A middle class person owns a pleasant home and wears clothing appropriate to his role, such as artisan’s, scholar’s, or traveler’s outfit, and owns several changes of clothes. Their income is about 30-40 gp/month.
In the city, a master artisan, successful merchant, or skilled professional (such as an alchemist or barrister) is middle class. A soldier with similar income and social status would be a lieutenant. Dwarves and elves are often assumed to be of this class. (In game terms, typically Experts.)

Gentry/Gentleman/Esquire: The traditional definition of the gentry is those who hold enough assets to live on rents without working. Their income might be 200 gp/month, enough for a stately home, several servants, and a large and fashionable wardrobe. Some gentry may possess great wealth, social respectability, and useful contacts, but they are not nobility.
Members of the gentry are often well-educated by private tutors. Some even go on for advanced studies in Keoland or in Greyhawk City.
Those at this level of wealth and prestige who work are likely to be a guild master, a great merchant, a cleric, in law or politics, or in another educated pursuit, such as an artist or alchemical researcher. Such employment may well be more of a hobby than a source of income.
Soldiers who attain a rank of captain or higher are according the courtesies, and the income, of this class. (In game terms, typically Aristocrats, but Expert and adventurer classes, particular Cleric, Wizard, and Paladin, are also possible.)
 

I think I am beginning to see how such "social class" sourcebooks could work. I'd probably follow the general outline of Doomed Slayers - the first part of such a sourcebook would cover the life, behavior, and strictures of a particular social class in general as well as how they could get involved in adventures (both from the perspective of Slayers, as well as playing members of that social class themselves), while the second part would examine how all this applies to the regions described in the main setting book.

I wonder what social class I should start with. I am thinking merchants, since they are probably the easiest to do and have the most opportunity for travel.
 

Interesting idea, I would think that becoming a Slayer would be something best described as requiring a ritual, pact or other magical oath that openly and readily marks an individual as a Slayer.
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I didn't want to make that mandatory as this would limit some character concepts, though some regions do practice that.
 


Two more reviews - here and here.

The latter also expresses some interest in further setting material:

"Overall, Doomed Slayers is a good sourcebook -- however I find myself looking for more. I want more examples of different types of Slayer organizations that might have arisen -- some more like the Templars, some more like the Freemasons, and some like Hell's Angels perhaps? The intriguing premise already has me looking for more source material. This doesn't mean that Doomed Slayers isn't satisfying -- it means that it has set me up for the next expansion to this campaign premise, which will hopefully maintain its ability to translate almost all of the material into any D&D setting. "

Worth thinking about, I guess...
 

Thread necromancy!

An update:

As the current publisher is planning to close down, I am now planning to publish the book myself.

The playtest for the second edition of Doomed Slayers has just started, and you can find the playtest files here.

The manuscript for another supplement is nearly finished.
 


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