Start Packages Working Group.

This is a temporary subforum for managing the massive Wealth Tier System that is being implemented.

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Lei'lira
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Re: Start Packages Working Group.

That does make sense...and wasn't something I had even considered. -.-;;;

I was thinking more of a hunter who didn't live out in the wilderness, but would, say take commissions. Say someone is having a wedding, and needs 15 deer, 7 boars, 100 rabbits, and 75 quails for the feast. Or a rich noble is looking for a trophy from a rare, dangerous creature but can't (or doesn't want to risk it) go themselves. Hunts like that could take a season or more to complete. Or maybe they hunt a creature that is common in one area, then travels to where it is very rare to sell it for a higher price. Hence traveling for long periods while hunting. And I was trying to figure out how said hunter was going to lug a big chest around for miles along with their weapon, tent, gear, and so on. XD
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Re: Start Packages Working Group.


Draft Two - Traveler's Packages.


Introduction:
The Traveler’s package is designed to help players who wish to have their characters survive and make a living through traveling the world as a caravan merchant, mercenary company member, circus entertainer, etc. Unlike the Wilderness Package, whose focus on characters who aim to live, survive, and explore the wilderness of Ilados. The Traveler’s pack is meant for those character’s who aim to migrate and use the wilderness as a means of travel.

Housing:
As a traveler you are traveling throughout the world and do not have access to permanent housing. This is a restriction on start up and for your first season of play.

Wealth Tier:
When choosing this Starter Pack you are at Wealth Tier 4 (or below if you choose). This must be noted on your CS. Whichever Wealth Tier you start on, you have the minimum Wealth Points for that Tier.

Starting Items:
You may have any items from your Wealth Tier or below upon startup - this includes clothing and furniture, but please note the restrictions on number etc per category. Please also note that, since you start with the minimum number of Wealth Points in your Tier, if you choose to buy anything using Wealth Points you are forcing your pc down a Tier automatically.

As a Traveler, you also have access to the following:
Pick One (From Wealth Tier 5):
  • Drawn dual axle covered wagon that measures eight feet long, four feet wide, and 3 feet deep. Two oxen or two horses. Two Storage Crates. (And all required equipment)

    Or
  • Treated canvas walled tent that measures twelve feet long, ten feet wide and seven feet tall. A horse and a pack animal. Pack Animal Saddle Bag(And all required equipment)
As well as the following items (from Wealth Tier 4):
  • Campsite Equipment (Pots, pans, cooking essentials, etc.)
  • Bedroll and bedding
  • Camp Knife
  • Fishing Gear (with a set of hooks) or Hunting Bow (with 10 broadhead arrows)
  • Storage Chest or Securable Saddle bag
Heirloom Items:
You may have ONE item at up to TWO Wealth Tiers above your own as part of this Pack. However, this can not be sold or given away and must be of emotional or practical significance to your PC.
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Re: Start Packages Working Group.


Second Draft - Farmer's Package


Do note that some of the topics talked about during the feedback of the first draft will not be covered by the Starting Package. Some of the topics will be discuessed and/or covered in price list. Other areas will be covered elsewhere.

Introduction:
A starting pack that is tailored to fit those player who wish to settle their character down in the rural environment outside of the hussle and bussle of the urban cities. This package is design to suite the players who wish to have a character serve as some form of farmer or rancher. To work the land and provide the populations of Ilados the much need bounties of the land.

Housing:
Farmer's housing will be 400 sq ft. Houses include one bed, two chairs, one table, two knives, a set of six plates (assorted), one chest, and a fireplace. Most farmhouses will either appear as small cottages made of wood or stone, depending on the location. Housing formats may be found in the cities in question.

Starting Items:
  • 1 x set of clothing.
  • 1 x Set of Toiletries: Soap, A comb or brush, razor, toothbrush, toothpaste.
  • 1 x Ox.
  • 1 x Small, ox-drawn cart
  • 1 x Wheelbarrow
  • 1 x Tinderbox
  • One Months worth of Rations (Sugar, Meat, Flour, Etc)
Farms/Land:
To help facilitate the various types of agriculture within the world and to help players have a starting package to suit their characters, pick one of the following four opinions:

Note: Speak to your local Prophet about land layout including locations of woodlands, ponds, lakes, rivers, etc.

Opinion 1 - Growing Produce
Land: 1 Acre of workable land, that includes the player’s home and a well.

Equipment/Supplies:
  • 1 x Ox drawn plow
  • Compost pile (Yields enough compost for an acre)
  • 1 x Rake
  • 1 x Spade
  • 1 x Shovel
  • 1 x Hoe
  • 1 x Hand Fork
  • 1 x Watering Can
  • You may choose your starting crops, but limited to four types (Corn, Beans, Wheat, etc)
Option 2 - Raising Livestock
Land: Up to 6 Acres of grazing/pasture land (no less than an Acre), that includes player’s house and a well.

Equipment/Supplies:
  • Appropriate housing structure, if needed (hen house, pig pen, etc)
  • 1 x large Water container
  • 1 x large Feed container
  • 1 x cycle worth of animal feed
  • Either 2 horses (breeding pair), three cows & bull, 8 sheep, goats or pigs (will at least one male), or twenty chickens (with at least one rooster. You may only pick one animal type.
Note: See Animal/Land Guidelines below for more details.

Opinion 3 - Raising Bees:
Land: 2 Acres of prime bee raising land (high amounts of flowering plants), that includes player’s house and a well.

Equipment/Supplies:
  • 1 x bee suit, complete with hood and gloves.
  • 2 x Beehives. This consists of boxes, supers, bottom boards, covers, and frames with patterned wax foundations.
  • 1 x smoker
  • 1 x hive tool (which is a mini pry bar specifically for beekeeping)
  • 5000 x Worker Bees
  • 2 x Queen Bees
Opinion 4 - Farm/Ranch Hand
Land: 1 / 4 of an Acre assigned to you by farm/ranch owner. Has access to water source. Farm/Ranch that player works on follows guidelines from above, except tripled (Working on Farm, NPC farm is 3 acres of farmland with various crops. OR NPC ranch is up to 15 acres with up to three different livestock types and triple the amount of start animals). These Farms/ Ranches are fully outfitted with Owner/Family, Foreman, and other farm/ranch hands.

Wealth Tier:
Someone taking Opinion 1-3 of this package, has their starting wealth tier based on the Wealth Skill. If the player takes Opinion 4 will have their starting wealth tier based on their Wealth Skill +1 Wealth Tier (Example, if you start in wealth tier 2 and choose opinion 2. Your starting wealth tier is 3)


NPC’s:
For players that select opinion 4:
You must fully create Farm/Ranch Owner NPC for the farm/ranch you are working on. You may create a Foreman NPC. These two NPC must follow the NPC guidelines.

Note: These NPC fall into the Personal NPC category but with the following exceptions:
Owner NPC can grant the PC seasonal “salary”.
Owner NPC can grant the player rewards, if earned ICly (Example: granting land, livestocks, etc)


Farm/Ranch Owner:
-Can have up to 150 skill points. Up to 40 points in one skill. All others No more than 30 and no less than 5 in one skill

Foreman:
-Can have up to 100 skill points. No more than 30 and no less than 5 in one skill

All NPCs from this Starting Package must be submitted to the Prophet Support Forum (PSF) and titled “Personal NPCs’ and mention in the thread that you are taking opinion 4 of the farmer’s starting package.

Heirloom Items:
You may have ONE item at up to TWO Wealth Tiers above your own as part of this Pack. However, this can not be sold or given away and must be of emotional or practical significance to your PC.


Quick Animal to Land Ratio Guide:
Acreage listed is average needed to keep animal fed off pasturing alone without needing to supplement feed outside normal amounts.

Exotic Livestock (Buffalo) - 20 Acres per 1 Animal
Large Livestock (Horses, Cattle) - 2 Acres per 1 Animal
Medium Livestock (Pigs, Sheep, Goats) - .2 Acres per 1 Animal
Small Livestock (Rabbits) - 50 Square Feet per 1 Animal
Poultry (Turkey, Chickens) - 25 Square Feet per 1 Animal
Note: There are 43,560 Square Feet per Acre

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Lei'lira
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Re: Start Packages Working Group.

This looks really good to me. The only thing I would ask is that you add a note of how many square feet are in an acre. It is easy enough to google it if we need to, but a note would make it a bit easier when calculating feed costs.
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Re: Start Packages Working Group.

About

After discussion with Peg in Discord I wrote up a first draft of a tentative Noble's Pack with several options. it's now updated to version 0.2. It's no big changes. I have only added one-liner examples of what different kinds of nobles can mean, acc to suggestion from Lei'lira.


This draft is an attempt to make a common Idalos-wide starting package for nobles. The idea is that all cities have the option to use it as a platform for a package for some kind of leader class which exists within their city lore. You can see it as a test of the idea. We could possibly gain balance between cities due to all cities being equally "profitable" for making nobles in.

The other option, as I see it, would be to only make city specific nobles packages for city specific nobles / factions.

Questions:

Which is best, a common package like this with local additions for flavor, or totally local city packages?

Do you understand the package as it's currently outlined ? Are you comfortable with it? do you feel that something should be changed, added or taken away?



Noble's Package (WIP Version 0.2)

Introduction


Not all cities in Idalos have nobility in the shape of ladies and lords who inherits their titles based on being members of a noble family, but all cities have some kind of leaders with power positions. This social class can be very different in different city cultures and it can go by different names, but there’s often such a class in a city.

Being noble is flavor, power can only be earned in roleplay. All PCs in a city are important regardless of their social tier. Making a noble PC means the player has an option to make an IC powerful citizen of them, but they don’t have a monopoly on rising to power. IC power must come as the consequence of the roleplay and character development, just like it is for all other PCs.



Wealth Tier

A noble PC starts at the personal wealth tier 5 (or lower) but their family can be way wealthier than themselves.

With a wealthy and influential family comes access to living standard higher than the PCs own wealth tier allows for. The rules for the benefits of being born to social privileges is described in the options, rules and restrictions for Family wealth

Being noble comes not only with privileges but also with restrictions and duties. The general restrictions are set by the family wealth rules. The city specific restrictions are local and defined by the city storytellers.



Noble’s Package Options

There is four general nobility packs with a few profiles each. The PC gets the starting pack and profile which is in effect in your chosen city at the time the PC starts there. Please be aware that there can be cities where there’s no nobles. It's also probable that not all noble packs may be available. Ask the city storyteller!

Pick one of the packages A, B, C or D, depending on the main focus of the nobility in the PC’s city, with a profile that applies to your PC.

A: Noble's Package of Land Governance
Profile Government Nobility Titles Powerbase Time limit
1 Grand Noble Monarchy Aristocrats Inherited Family Until Excommunication
2 Fief Noble Principality Vassals Commissioned Service Until Revoked
3 Landed Gentry Proletarocracy Pillars of Society Folksy Renown Until loss of trust
  • A Grand Noble are the typical lord/lady aristocrat you see in Rynmere. They inherit titles, own their land and base their power on familiy
  • A Fief Noble is less autonomous than a grand noble. They rule over land, but they don't own it and their children doesn't automatically inherit tities. They base their power on serving the king/similar central ruler.
  • Landed Gentry are for example respected wealthy farmers who own land and base their power on the support from the community they belong to.

B: Noble's Package of Warfare and Crime
Profile Government Nobility Titles Powerbase Time limit
4 Military Noble Stratocracy War Leaders Earned Military Merits Until defeated
5 Robber Noble Crimeocracy Crime Chiefs Earned Violence Until murdered
  • A military noble is a military leader who earns their title and bases their power on military merits. Could for example be found in a city which is ruled by military principles and laws.
  • A robber noble could be for example a pirate lord or other criminal boss, in a criminal city. They earn the title and they base the power on violence.

C: Noble's Package of Mindpower
Profile Government Nobility Titles Powerbase Time limit
6 Priest Noble Theocracy Priesthood Ordained Religion Until heresy
7 Wizard Noble Mageocracy Wizards Self-Professed Magic Until hybris
8 Scholar NobleText13 Scholarocracy Scientists Earned Academic Merits Until falsified
  • Priest noble, Wizard noble and Scholar noble - they base their power on religion, magic or academic merits.
D: Noble's Package of Influencing and Business
Profile Government Nobility Titles Powerbase Time limit
9 Politician Noble Bureaucracy Administors Elected Voters Until losing
10 Business Noble Plutocracy/td] Tycoons Bought Money Until ruined
  • Politician nobles base their power on convincing voters/supporters to give them power. They earn their titles.
  • Business Nobles are rich peeople who buy their noble titles and base their power on money.





Housing

Pick one of the following two options.

Option - 1: Live in your own home (cottage or apartment) with a Citizen’s Pack or other average pack.

Option - 2: Live in your family location
  • A set of clothing and toiletry items, same as for citizen’s pack
  • One 130 sqft room on the family floors (approximately 12 m2)
  • Furniture on par with the rest of the family home
  • One tiled stove or fireplace
  • Access to mounts kept in the family stables and a family carriage
  • One set of elegant riding attire above your wealth tier OR one set of functional body gear and armor above your wealth tier
  • One set of ballroom attire OR Other elegant formal attire above your tier
  • Access to family jewelry you can borrow OR Family weaponry to borrow
  • Access to local gardens, pastures, nature, farmlands owned by the family
  • Access to family owned locations (dining room, ball room, library, office, training grounds, barracks, ship, graveyard, catacombs, dungeon cells, kitchen area, crafting workshops)


Starter Items

You may have any items from one level above your own wealth tier (or below) upon startup.




A Note On NPCs
If you want to use family employee NPCs, those must be written up fully as city NPCs working in the family locations.



Heirloom Item
You may have ONE item at up to TWO Wealth Tiers above your own as part of this Pack. However, this cannot be sold or given away and must be of emotional or practical significance to your PC.

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Re: Start Packages Working Group.

Hiya,

I'm not actually assigned to this project, but I decided to give some feedback since it was requested. :)

Big Notes:

I approve of their being a general Nobility package or a few options of general Nobility, and the ability of local Storytellers to apply assorted changes to those as befits their city. Having a nice template is a good idea, especially for future development.

While I like the formatting you've done for separating the different forms of power, I'm struggling a bit to see how they're related to one another, or why they've been placed in the categories that they have been. The first section, for example, deals primarily with Nobles who rule land (though, I'm not sure whether this means that no other group is able to rule, or if they're just being singled out since its their primary focus). I'm a little concerned about the section which discusses how the person loses power, since I feel that is a broad enough topic that it would typically be reserved for city-based discussion. After all, the rules of succession likely differ from place to place.

I do appreciate the notion of allowing for different forms of nobility who aren't necessarily "noble", though I do worry that it could potentially cause some measure of confusion. Nevertheless, I'm fine with leaving it as it is. The descriptors given to each segment are appreciated.

Small Notes

A few minor code-typos and errors throughout the document. May want to fix those before any sort of implementation was planned. It's bound to happen in a big-document like this, and overall it looks pretty, so don't feel bad about it or anything. :)

"You may have any items from one level above your own wealth tier (or below) upon startup. " May want to limit the number of items a person can have from above their wealth-level at startup to prevent someone trying to grab a ton of gear before they start. Just a thought.

"If you want to use family employee NPCs, those must be written up fully as city NPCs working in the family locations. " I'd argue that for relatively minor nobility, this could also be a Personal NPC, but I can understand the benefits behind forcing it to be a City NPC.



Hope this was remotely helpful. I like the progress that's been done so far, and I wish all of you on the Starter Pack project the best. :D
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Re: Start Packages Working Group.

This was super useful Tyrant. Thanks!
Big Notes:
I approve of their being a general Nobility package or a few options of general Nobility, and the ability of local Storytellers to apply assorted changes to those as befits their city.
That’s also what I personally prefer. A general “central” package for world balance would just be a common foundation for city specific nobility write-ups, not a replacement of them. The unique flavor of the cities is important. I also figure that roleplay may bring changes to the city specific nobilities and their packages. They specifics can then be edited by the city staffs while the general write-up stays as it is.
Having a nice template is a good idea, especially for future development.
Yeah. All the things I outline in the attempt to make a general package doesn’t exist today. It’s meant to span over the total and give room for future city-based development.
While I like the formatting you've done for separating the different forms of power, I'm struggling a bit to see how they're related to one another, or why they've been placed in the categories that they have been. The first section, for example, deals primarily with Nobles who rule land (though, I'm not sure whether this means that no other group is able to rule, or if they're just being singled out since its their primary focus).
It’s a really good point you made there. I attempted to group them by primary focus in order to reduce the variation to four main nobility profiles with a few sub-types. I will add it to the write-up. Also, as I see it the primary focus of a city nobility doesn’t exlude them from having secondary focuses as well.
The first reason for why I tried to cover a number of possible types of nobility was to test if it’s meaningful with a wider definition of nobility than the traditional “lords and ladies”. I feel like it has wound up as a “toolbox for city staff”.

I’m not sure if this makes sense to people or if it’s useful in practice. I hope to get more feed-back about it.
I'm a little concerned about the section which discusses how the person loses power, since I feel that is a broad enough topic that it would typically be reserved for city-based discussion. After all, the rules of succession likely differ from place to place.
The actual loss of power in a city would definitely be a city-based discussion. I have been a bit hyper-general there and written more as support to my own thinking. It’s possible that it would be best to take it away ... I hope to get more feed-back about this too.
I do appreciate the notion of allowing for different forms of nobility who aren't necessarily "noble", though I do worry that it could potentially cause some measure of confusion. Nevertheless, I'm fine with leaving it as it is. The descriptors given to each segment are appreciated.
Yeah. I have been a bit worried about causing a bit of confusion. For example, I think it would be possible for a city like Blackbrine to consider their main pirate chiefs their nobility. The society (the city) defines its de facto nobility, the definition of nobility being “ruling class”. I don’t know if people will find it hard to imagine nobility that way.
Badly in need of more feed-back about this too.
Small Notes

A few minor code-typos and errors throughout the document. May want to fix those before any sort of implementation was planned. It's bound to happen in a big-document like this, and overall it looks pretty, so don't feel bad about it or anything.


I’ll do what I can with the code. Language ... err ... to be honest I but hope to get the language polished and corrected by a native speaker in order to ensure the quality ^^
"You may have any items from one level above your own wealth tier (or below) upon startup. " May want to limit the number of items a person can have from above their wealth-level at startup to prevent someone trying to grab a ton of gear before they start. Just a thought.
Hmm ... totally agree, it seems a bit too generous. It needs to be limited. I don’t know what people think would be reasonable? Most of the “general extras” for being a member of a nobility are perhaps already covered by the housing options and the heirloom item?

I’m not sure if this really is a minor point. As I feel right now it maybe best to take away this section of the write-up. If there’s any starting items for nobles to have on top of the general package it could be best to let that be part of the local city packages. Or would that tempt some to “buy players” by offering a lot of free items?

I don’t know. Hope to get more feed-back. Give me your comments people.
"If you want to use family employee NPCs, those must be written up fully as city NPCs working in the family locations " I'd argue that for relatively minor nobility, this could also be a Personal NPC, but I can understand the benefits behind forcing it to be a City NPC.
I think NPCs who are connected to family locations in big households should be written up as City NPCs, for example chef and kitchen staff, stable-master, general maids, gardeners (if and when a player really wants to use them). That enables other players to write in the same context so the roleplay makes sense.
Personal servants conneted to the PC are probably personal NPCs. In a minor nobility household I guess it could be optional if the player wants it to be a city NPC or a personal NPC.

As I said, this was super useful. I'm going to edit according to your feed-back, but will wait a few days before I do it, in order to see if more people want to comment on the version 0.2 package.
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Re: Start Packages Working Group.

About

After discussion with Peg in Discord I wrote up a first draft of a tentative Noble's Pack with several options. it's now updated to version 0.3 after comments from Lei'lira and Tyrant.

This draft is an attempt to make a common Idalos-wide starting package for nobles. The idea is that all cities have the option to use it as a platform for a package for some kind of leader class which exists within their city lore. You can see it as a test of the idea. We could possibly gain balance between cities due to all cities being equally "profitable" for making nobles in.

The other option, as I see it, would be to only make city specific nobles packages for city specific nobles / factions.

Questions:

Which is best, a common package like this with local additions for flavor, or totally local city packages?

Do you understand the package as it's currently outlined ? Are you comfortable with it? do you feel that something should be changed, added or taken away?



Noble's Package (WIP Version 0.3)

Introduction


Not all cities in Idalos have nobility in the shape of ladies and lords who inherits their titles based on being members of a noble family, but all cities have some kind of leaders with power positions. This social class can be very different in different city cultures and it can go by different names, but there’s often such a class in a city.

Being noble is flavor, power can only be earned in roleplay. All PCs in a city are important regardless of their social tier. Making a noble PC means the player has an option to make an IC powerful citizen of them, but they don’t have a monopoly on rising to power. IC power must come as the consequence of the roleplay and character development, just like it is for all other PCs.



Wealth Tier

A noble PC starts at the personal wealth tier 5 (or lower) but their family can be way wealthier than themselves.

With a wealthy and influential family comes access to living standard higher than the PCs own wealth tier allows for. The rules for the benefits of being born to social privileges are described in the options, rules and restrictions for Family wealth

Being noble comes not only with privileges but also with restrictions and duties. The general restrictions are set by the family wealth rules. The city specific restrictions are local and defined by the city storytellers.



Noble’s Package Options

There is four general nobility packs with a few profiles each. The different types of nobles has been placed in four categories based on their primary focus. The PC can get the general starting packs and profiles for nobles which is in effect in your chosen city at the time the PC starts there. Please be aware that there can be cities where there’s no nobles. It's also probable that not all noble packs may be available in every city. Ask the city storyteller!

Pick one of the packages A, B, C or D, depending on the main focus of the nobility in the PC’s city, with a profile that applies to your PC.

A: Noble's Package of Land Governance
Profile Government Nobility Titles Powerbase
1 Grand Noble Monarchy Aristocrats Inherited Family
2 Fief Noble Principality Vassals Commissioned Service
3 Landed Gentry Proletarocracy Pillars of Society Folksy Renown
  • A Grand Noble are the typical lord/lady aristocrat you see in Rynmere. They inherit titles, own their land and base their power on familiy
  • A Fief Noble is less autonomous than a grand noble. They rule over land, but they don't own it and their children doesn't automatically inherit tities. They base their power on serving the king/similar central ruler.
  • Landed Gentry are for example respected wealthy farmers who own land and base their power on the support from the community they belong to.

B: Noble's Package of Warfare and Crime
Profile Government Nobility Titles Powerbase
4 Military Noble Stratocracy War Leaders Earned Military Merits
5 Robber Noble Crimeocracy Crime Chiefs Earned Violence
  • A military noble is a military leader who earns their title and bases their power on military merits. Could for example be found in a city which is ruled by military principles and laws.
  • A robber noble could be for example a pirate lord or other criminal boss, in a criminal city. They earn the title and they base the power on violence.

C: Noble's Package of Mindpower
Profile Government Nobility Titles Powerbase
6 Priest Noble Theocracy Priesthood Ordained Religion
7 Wizard Noble Mageocracy Wizards Self-Professed Magic
8 Scholar Noble Scholarocracy Scientists Earned Academic Merits
  • Priest noble, Wizard noble and Scholar noble - they base their power on religion, magic or academic merits.
D: Noble's Package of Influencing and Business
Profile Government Nobility Titles Powerbase
9 Politician Noble Bureaucracy Administors Elected Voters
10 Business Noble Plutocracy/td] Tycoons Bought Money
  • Politician nobles base their power on convincing voters/supporters to give them power. They earn their titles.
  • Business Nobles are rich people who buy their noble titles and base their power on money.


Housing

Pick one of the following two options.

Option - 1: Live in your own home (cottage or apartment) with a Citizen’s Pack or other non-nobility pack.

Option - 2: Live in your family location
  • A set of clothing and toiletry items, same as for citizen’s pack
  • One 130 sqft room on the family floors (approximately 12 m2)
  • Furniture on par with the rest of the family home
  • One tiled stove or fireplace
  • Access to mounts kept in the family stables and a family carriage
  • One set of elegant riding attire above your wealth tier OR one set of functional body gear and armor above your wealth tier
  • One set of ballroom attire OR Other elegant formal attire above your tier
  • Access to family jewelry you can borrow OR Family weaponry to borrow
  • Access to local gardens, pastures, nature, farmlands owned by the family
  • Access to family owned locations (dining room, ball room, library, office, training grounds, barracks, ship, graveyard, catacombs, dungeon cells, kitchen area, crafting workshops)


City Specific Starter Items for Nobles

You may have ONE city specific item related the PCs nobility role from one level above your own wealth tier (or below) upon startup. Check the city rules and ask the city staff!



A Note On NPCs

If you want to use general family employee NPCs working in family locations in a big household those must be written up fully as city NPCs (examples are chef and kitchen staff, stable-master, general maids, gardeners). That enables other family member PCs to use the same NPCs.

Personal servants working only for your PC are probably personal NPCs. In a minor nobility household it’s optional to make them be a city NPC or a personal NPC.



Heirloom Item
You may have ONE item at up to TWO Wealth Tiers above your own as part of this Pack. However, this cannot be sold or given away and must be of emotional or practical significance to your PC.

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Re: Start Packages Working Group.

I really like the descriptions of the different types of nobles. I think it makes it a lot easier to know what each one is - to me, at least. In answer to your question, I like the idea of a noble pack with local flavor based on the city you are living in.

I also liked Tyrant's comment on NPCs. Household NPCs that a noble might have a lot of contact with (like a head maid, cook, gardener, stable man, etc.) should be city NPCs. But a personal servant who is assigned solely to the PC's care should be a personal NPC.

One question that comes to mind is travel. If a noble PC chooses option 1 and is living separate from their family, it is less of an issue - and could even be a noble who was sowing their wild oats before buckling down to their duties. But maybe travel should be limited to trips that have some benefit to their family if they are choosing option 2?
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Re: Start Packages Working Group.

The Nobility Package is up on the wiki now. Thanks SO much to Yrmellyn for this and for all the feedback too!!

here it is!
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