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Author Topic: Lordship: A Suggestion Game  (Read 328419 times)

Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #1920 on: March 06, 2013, 03:18:44 pm »

Our house isn't well furnished is it? I think we should attend to that. And what of the business of the scribe?
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alamoes

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Re: Lordship: A Suggestion Game
« Reply #1921 on: March 06, 2013, 11:51:02 pm »

If you want to solve this case, there are really 2 options.  Someone wanted to implicate the count.  The merchant would be a potential man, but no motive.  The Duke has no reason to like the count.  Someone  wanted our land to go to the count.  The count would work, but it is very unlikely.  The counts heir would also work, but it is even more unlikely.   The duke may be a master plotter.  He or any of the other lords may want us dead.  I personally think our next action would be to hear from the count.  Actually now that I think of it, the merchant may have been unfairly treated by the count, as in seizing of posesions.  That could be a motive.  But we do not know.  So let us ask.  The worst he could do is say no.  The way he says it could tip us in on whether or not he is to blame for the merchants actions.  I am leaning on him have done it, but I would not doubt the possibility of a wrench being thrown in the plot. 
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kahn1234

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Re: Lordship: A Suggestion Game
« Reply #1922 on: March 07, 2013, 03:37:14 am »

If you want to solve this case, there are really 2 options.  Someone wanted to implicate the count.  The merchant would be a potential man, but no motive.  The Duke has no reason to like the count.  Someone  wanted our land to go to the count.  The count would work, but it is very unlikely.  The counts heir would also work, but it is even more unlikely.   The duke may be a master plotter.  He or any of the other lords may want us dead.  I personally think our next action would be to hear from the count.  Actually now that I think of it, the merchant may have been unfairly treated by the count, as in seizing of posesions.  That could be a motive.  But we do not know.  So let us ask.  The worst he could do is say no.  The way he says it could tip us in on whether or not he is to blame for the merchants actions.  I am leaning on him have done it, but I would not doubt the possibility of a wrench being thrown in the plot.

If the Duke wanted us dead, he would not have married off what is essentially his daughter (as she is an orphan and he raised her) to us.

Killing us is one thing, breaking a relatives heart whilst doing it is another.
« Last Edit: March 07, 2013, 05:08:22 am by kahn1234 »
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Talvara

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Re: Lordship: A Suggestion Game
« Reply #1923 on: March 07, 2013, 05:04:21 am »

If you want to solve this case, there are really 2 options.  Someone wanted to implicate the count.  The merchant would be a potential man, but no motive.  The Duke has no reason to like the count.  Someone  wanted our land to go to the count.  The count would work, but it is very unlikely.  The counts heir would also work, but it is even more unlikely.   The duke may be a master plotter.  He or any of the other lords may want us dead.  I personally think our next action would be to hear from the count.  Actually now that I think of it, the merchant may have been unfairly treated by the count, as in seizing of posesions.  That could be a motive.  But we do not know.  So let us ask.  The worst he could do is say no.  The way he says it could tip us in on whether or not he is to blame for the merchants actions.  I am leaning on him have done it, but I would not doubt the possibility of a wrench being thrown in the plot.

The fact that the assassins target was named 'sir rock'(the name the count keeps calling us because of incomptence/disinterest) instead of 'sir stone'(our actual name) Makes it painfully clear that the plot ends at the count.
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Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #1924 on: March 07, 2013, 05:27:02 am »

Agreed, if something could be used as an unexpected plot twist in a poorly written pulp fantasy book there is a good chance it is not something to go on. The duke has done nothing to earn suspicion, let's not attribute any to him.
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #1925 on: March 07, 2013, 09:23:16 am »

Year 5, April

Early in April, the Scribe arrives from the Abbey, with a small pack of math, poetry, and craft-related books. Mr. Wood has already constructed him a small building to work from. He is amenable to teaching some basic classes to children who are free from planting duties (likely the children of merchants). He asks for a small stipend for ink and paper, and you grant that to him easily out of the income from your mines.

Turning your attention to your wedding preparations, you purchase some fine clothing for your immediate retinue of Alan, Fin, Dent, a few Rangers, and a few Halberdiers. You make certain that the Mews is prepared, and you commission some small baubles from the jewelers for gifts. You think of visiting Marna, but Alan tells you that it would be bad form to see her so soon before the wedding. You also order some nice furniture for your house, to make it more liveable.

You set Wood to enlarging the dockyard, in order to expand the ability for trade in Feroshire. You also oversee the implementation of a four-field crop rotation in your communal farm, and many of your private farmers take up a similar plan after you explain its virtues to them.

Speaking with Irlof, you tell him that there is a new opening in the wool market, and ask him if he knows any aspiring wool merchants. He tells you he has just the man in mind, and soon you meet with the young wool merchant and tell him you will subsidize his flock of sheep and provide a communal grazing land. He gladly accepts, and you find your lands in the possession of a nascent wool industry.

When touring the town, you see that, of her own volition, Marge Kannity has expanded her winery on her own and taken on some apprentices. You taste a few vintages, and they are actually quite excellent. The fishing fleet has also expanded, as well, and a second inn has been constructed near the docks, catering more to the ribald merchant crowd.

Your wedding is early next month. What will you do in May?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)


« Last Edit: March 07, 2013, 10:13:13 am by Maldevious »
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Talvara

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Re: Lordship: A Suggestion Game
« Reply #1926 on: March 07, 2013, 10:04:30 am »

Lets spend the month mingling and working on our rhetoric. Perhaps William can help us with some formal training and advice aswell.

it would be nice to speak well for the wedding and leave a good impression on the attending. (It'll most likely be the first time we meet with Marna's mother aswell =x I hope she isn't going to be annoyed with us that we haven't spoken to her at all before proposing to her daughter) (omg maybe its Marna's mom that is plotting to kill us! j/k)
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Gervassen

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Re: Lordship: A Suggestion Game
« Reply #1927 on: March 07, 2013, 10:55:00 am »

Established Geography of Feroshire

The Parlon River
Feroshire town is on the south bank of the Parlon, a tributary river running east-west and feeding into the largest river of the kingdom. Near our fief, the Parlon is a little too shallow for deep draught boats, and about 100 paces wide. The westermost extent of the river begins near Hemswood Abbey, flows past the lands of Sir Denton and Percival, past a ford 15-30 miles upstream from Feroshire, through our fief, and down into Folesden, past a small town perhaps 90 miles downstream with a minor dock, then perhaps 25 more miles downstream lies the County capital of Curbiston in a bend of the river and guarded by a palisade and fort on a prominence. This is said to be the next major port. Not far beyond, the Parlon joins the main river.

The "Main River"
The main river meets the Parlon somewhere near Curbiston and runs down into the sea at the estuary upon which the Ducal Capital is situated, perhaps a day and a half away by boat from Curbiston. Here there is much trade and a thriving shipwright.  Since Feroshire is described as "not far" inland, this main river is presumed to run northward for a much longer extent.

South Feroshire
South Feroshire contains the town of Feroshire proper and many fertile loamy fields around it. A main road out of Feroshire leads to a market town some 24 miles south, called Carshire.

North Feroshire
North Feroshire is bounded by the River Parlon and has fertile fields on its river bank, with a mine further north, and beyond that several days riding of forest dotted with homesteads, till it finally abuts a very thick forest owned by the duke and used primarily for hunting.

Spoiler: Map References (click to show/hide)



The Count's Forces
The Count's army appears to number about 200 men: 35 heavy cavalry, ~70 light cavalry, ~100 footmen and archers, the first contigent of heavy men-at-arms being supplied by the Count, the latter two light contigents being mainly supplied from vassal lords. The preferred tactics appear to be cavalry-centered charges, with archers harassing and skirmishing, footmen mopping up.

Spoiler: Count's Forces (click to show/hide)

Hope this summary helps others. It gave me a better picture in my mind.
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Gervassen

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Re: Lordship: A Suggestion Game
« Reply #1928 on: March 07, 2013, 11:05:04 am »

Lets spend the month mingling and working on our rhetoric. Perhaps William can help us with some formal training and advice aswell.

it would be nice to speak well for the wedding and leave a good impression on the attending. (It'll most likely be the first time we meet with Marna's mother aswell =x I hope she isn't going to be annoyed with us that we haven't spoken to her at all before proposing to her daughter) (omg maybe its Marna's mom that is plotting to kill us! j/k)

I'm against training our Rhetoric, as in... ever at all. Let me explain. Rhetoric is hard to train, especially when you grew up speaking a peasant brogue. The long difficult intermediary stages of learning to speak loftily are fraught with the dangers of making you seem like a pompous ass. Also, attempting to speak more like a noble will cause resentment among those that we charmed with our down-to-earth "man of the people" skill.

Moreover, I don't want to be good at everyhting because that's boring and not seeking to establish a character with foibles and strengths. We become a bland uber-hero. Let's identify strengths, rather than unrealistically becoming all things to all people. My dad still has a countryside brogue after 40 years in a city!
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #1929 on: March 07, 2013, 11:09:30 am »

Thank you for that nice summary post, Gervassen. Hope the other players find it as helpful as I did to see it all in one spot. I'm just happy that there don't seem to be too many glaring errors or inconsistencies in my descriptions.
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Gervassen

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Re: Lordship: A Suggestion Game
« Reply #1930 on: March 07, 2013, 11:20:26 am »

Yeah, actually, you could tell me that that was carefully mapped out beforehand, and I'd believe it. It knits together. I primarily was trying to get a handle on how to improve the economy, and I think I spotted a few plans. However, the summary can help anyone get a firmer bearing, I think.
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Gervassen

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Re: Lordship: A Suggestion Game
« Reply #1931 on: March 07, 2013, 12:34:13 pm »

Last post for this month.  :D

Here are some economic recommendations, short-term and long-term.

Next month: If possible before the wedding, head to Carshire with Irlof, and personally talk up our expanding dockyards and low tariffs among the merchants there, use our common touch and down-to-earth manner to show them that we're not arrogant nobles looking to bleed them dry to pay for frilly lace shirts and golden walking sticks. (We leave those at home, of course.) No, we're a level-headed yeoman that they can look in the eye and shake hands with! Starting a trade route through Feroshire is a good long-term investment. Carshire is probably using Curbiston as its port up the main river. We can grab some of that traffic by advertising our docks.

This year: Dredge the river. It almost handles deep draught boats, which means a couple of oxen-pulled barges dragging a bed leveler should stir up the silt and flush it downstream. Might require a dozen passes over twenty or more miles and a few months, but then we're handling cogs and carracks like an ocean-side port.

Next few years: Bridge. It seems even the Count doesn't have a bridge, and the ford upstream is no doubt seasonal and shut during the spring floods. Dredging will narrow the river along that section, shore it up with a gravel berm, and maybe you only have to span 75 paces. This makes us a key stop in all local trade and aids exploitation of resources on our north bank.

And keep expanding the docks. Overcapacity for a growing town won't sit long.
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The way's paved with knaves that I've horribly slain.
See me coming, better run for them hills.
Listen up now...

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10ebbor10

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Re: Lordship: A Suggestion Game
« Reply #1932 on: March 07, 2013, 12:59:31 pm »

Won't building a bridge hamper the dredging efforts?

Oh I see, that's nice of you. You dredge the river, and then block the larger boats from heading further upstream by having a bridge constructed.
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tryrar

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Re: Lordship: A Suggestion Game
« Reply #1933 on: March 07, 2013, 01:44:00 pm »

Another thing we can do for trade with Carshire is improve the road between us and them(not necessarily pave it mind you, but that'd be ideal)
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #1934 on: March 07, 2013, 05:56:18 pm »

If you want to solve this case, there are really 2 options.  Someone wanted to implicate the count.  The merchant would be a potential man, but no motive.  The Duke has no reason to like the count.  Someone  wanted our land to go to the count.  The count would work, but it is very unlikely.  The counts heir would also work, but it is even more unlikely.   The duke may be a master plotter.  He or any of the other lords may want us dead.  I personally think our next action would be to hear from the count.  Actually now that I think of it, the merchant may have been unfairly treated by the count, as in seizing of posesions.  That could be a motive.  But we do not know.  So let us ask.  The worst he could do is say no.  The way he says it could tip us in on whether or not he is to blame for the merchants actions.  I am leaning on him have done it, but I would not doubt the possibility of a wrench being thrown in the plot.
The fact that the assassins target was named 'sir rock'(the name the count keeps calling us because of incomptence/disinterest) instead of 'sir stone'(our actual name) Makes it painfully clear that the plot ends at the count.
Or that the framer really thinks things through, in which case we can forget about figuring out her identity.

(It'll most likely be the first time we meet with Marna's mother aswell =x I hope she isn't going to be annoyed with us that we haven't spoken to her at all before proposing to her daughter) (omg maybe its Marna's mom that is plotting to kill us! j/k)
...Isn't Marna an orphan?

Next month: If possible before the wedding, head to Carshire with Irlof, and personally talk up our expanding dockyards and low tariffs among the merchants there, use our common touch and down-to-earth manner to show them that we're not arrogant nobles looking to bleed them dry to pay for frilly lace shirts and golden walking sticks. (We leave those at home, of course.) No, we're a level-headed yeoman that they can look in the eye and shake hands with! Starting a trade route through Feroshire is a good long-term investment. Carshire is probably using Curbiston as its port up the main river. We can grab some of that traffic by advertising our docks.
Sounds like a good idea, if it has a chance of working in this time. Of course, low tariffs help a lot...

Quote
This year: Dredge the river. It almost handles deep draught boats, which means a couple of oxen-pulled barges dragging a bed leveler should stir up the silt and flush it downstream. Might require a dozen passes over twenty or more miles and a few months, but then we're handling cogs and carracks like an ocean-side port.
We should definitely look into that.

Quote
Next few years: Bridge. It seems even the Count doesn't have a bridge, and the ford upstream is no doubt seasonal and shut during the spring floods. Dredging will narrow the river along that section, shore it up with a gravel berm, and maybe you only have to span 75 paces. This makes us a key stop in all local trade and aids exploitation of resources on our north bank.
Make sure there's enough room for the large boats you are dredging for--actually, any kind of riverboat you'd see this neck of the woods--to get under, unless you can draw the bridge somehow.

Quote
And keep expanding the docks. Overcapacity for a growing town won't sit long.
Aye. But if we're already over capacity, we don't want to expand them much; too swift of expansion wastes resources and makes our docks look almost empty rather than bustling.

Another thing we can do for trade with Carshire is improve the road between us and them(not necessarily pave it mind you, but that'd be ideal)
Indeed. Do we have enough gravel to do that, and if not could we contact Carshire about pitching in a bit?

We need to thank the Abbot for lending/giving us these books. We should also at least consider the possibility of having some copies of the books made, so we can return books to the Abbey. While we're on this track, congratulate Marge on her proactiveness...proactivity?

Another thing we should consider is some kind of law enforcement. It might be a bit early, but a magistrate and a few town guards or something would help prevent crime from taking root in our nice town.
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