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Feudalism for D&D; Part 2
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<blockquote data-quote="Dorian_Grey" data-source="post: 6866375" data-attributes="member: 6801878"><p>I had one thought regarding the section on knights sole purpose to be to die, causing a call for heroes. In your world design, have the local leadership be focused on a larger threat to the realm. If all the knights must be ready to go to war with the orc hoards, or the enemy kingdom, they won't have time for smaller things, such as a goblin infestation. For levels 1 to 5 (just an example, expand the range as you see fit), the player characters would essentially be mercenaries/franklins/yeomen who are available to solve the kind of issues that the knights just do not have the time, energy, or manpower to address. This would actually fit within my understanding of the time period as mercenaries were used to bolster defenses throughout many kingdoms. I could be wrong, however, as my understanding is coming from one class I had more years ago then I care to admit in public.</p><p></p><p>Additionally, moving away from my sketchy understanding of history and back to fantasy resources, the Deeds of Paksinarion could be a source for building on that mercenary trope. The world felt more like it was in a Renaissance period instead of the middle ages, but scaling some aspects back could work. What I like was the point where Paks went off on her own and arrived in that small town with the druid type character and the thief. No one felt comfortable with her because they didn't know how she fit in the world order: she wasn't with a mercenary company, she wasn't with a Guild, she wasn't with a Lord, she wasn't with a religious order. The town council was ready to mark her off as a bandit. It was only after she took a contract with them, putting herself under their sway, that she was found to be acceptable. Players could be in a similar situation. If they are attached to a known mercenary commander, then all is well and good. If they misbehave the local Boyer will know where to go. But freelancers? Might as well be bandits! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dorian_Grey, post: 6866375, member: 6801878"] I had one thought regarding the section on knights sole purpose to be to die, causing a call for heroes. In your world design, have the local leadership be focused on a larger threat to the realm. If all the knights must be ready to go to war with the orc hoards, or the enemy kingdom, they won't have time for smaller things, such as a goblin infestation. For levels 1 to 5 (just an example, expand the range as you see fit), the player characters would essentially be mercenaries/franklins/yeomen who are available to solve the kind of issues that the knights just do not have the time, energy, or manpower to address. This would actually fit within my understanding of the time period as mercenaries were used to bolster defenses throughout many kingdoms. I could be wrong, however, as my understanding is coming from one class I had more years ago then I care to admit in public. Additionally, moving away from my sketchy understanding of history and back to fantasy resources, the Deeds of Paksinarion could be a source for building on that mercenary trope. The world felt more like it was in a Renaissance period instead of the middle ages, but scaling some aspects back could work. What I like was the point where Paks went off on her own and arrived in that small town with the druid type character and the thief. No one felt comfortable with her because they didn't know how she fit in the world order: she wasn't with a mercenary company, she wasn't with a Guild, she wasn't with a Lord, she wasn't with a religious order. The town council was ready to mark her off as a bandit. It was only after she took a contract with them, putting herself under their sway, that she was found to be acceptable. Players could be in a similar situation. If they are attached to a known mercenary commander, then all is well and good. If they misbehave the local Boyer will know where to go. But freelancers? Might as well be bandits! :) [/QUOTE]
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Feudalism for D&D; Part 2
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