Rules for Medieval Rulers: The Manorial System

Medieval Domains in ACKS

The default rules of ACKS assume a peasantry that is kept in squalor by the confiscation of the majority of their income, a large standing military, and rich, decadent nobles. This is accurate to ACKS’s chosen time period of the Later Roman Empire. However, many fantasy milieus are closer to a medieval theme, which features often-parsimonious nobles, small standing armies, large militia systems, and relatively prosperous peasantry. This supplement is meant to adjust the ACKS rules to permit domain-level play in a medieval setting. These rules are NOT intended to be cross-compatible with traditional ACKS domains, and GMs should use one set of rules or the other.

In keeping with approximate medieval trends, we will say that the Lord receives 4 gp per month per family in corvee labor, and 2 gp per month per family in cash taxes. Meanwhile, the peasant family likely earns an after-tax cash equivalent (overwhelmingly NOT in cash) of the land value of the domain in income, or a typical result of 6 gp. This lesser total income reflects both ACKS’s underestimation of the difficulty of subsistence farming, a more realistic estimate of the value of a day of miscellaneous unskilled labor (1d. per day would be only during harvest), and a mixed crop of beans, barley, rye, lettuce, and other crops not as lucrative as wheat, made by the farmers to hedge their bets. (Further elaboration of these issues available if interested, briefly, a field would need to be plowed multiple times, not merely once, etc.)

From the Lord’s total income of 6 gp (equivalent), we set the Lord as being assessed a “house tax” due to the King of 1 gp cash per family per month. This is used to support the King’s court, pay for his standing army, construct defensive works, pay Danegeld, and other necessities of state. A like amount in cash is given to the Church, for religious services, education, charity to orphans and widows, etc. Of the corvee labor, we shall say that the custom is for 1 gp of it to be excused on holidays (equivalent to ACKS festivities expense), and another 1 gp is used to maintain the road infrastructure of the domain (not the castle, as stone doesn’t rot easily). The remaining labor is used to farm the Lord’s fields, which he runs as cash crops for export to urban centers, using the rules for mercantile ventures. It should be noted that much of the peasants’ crops will likely be stored in the Lord’s keep, but stealing from this will incur the peasant’s wrath.

But what of garrison expense? Simply put, the basic militia rules in ACKS are sufficient for civilized domains. Assume the maximum number of trainable persons is trained (2 per 10 families), with all qualifying for Longbowman status being trained as such, those qualifying as either bowmen or Heavy Infantry but not the other being trained as best they can be (but as medieval-appropriate Heavy Infantry C/D, which might more appropriately be called Medium Infantry), and the remained being trained as Light Infantry. The total garrison expense comes to 2.1 gp per family. Round off the stray 0.1 to allow for rust literal and metaphorical, and we have a sedate civilized realm. The peasants are, by custom, required to provide their own arms out of pocket, freeing the Lord from making these expenditures. Likewise, when called up, the militia does not require pay (as clanhold warriors), being bound by feudal contract. In borderlands or outlands domains, of course, more troops are needed, meaning that the Lords of these lands are often either poor, or else owe many favors to the King (a historical outcome).

These rules are set by custom, and a domain observing them will have a base morale of 0. Domain rules are well-advised to gain the Leadership general proficiency, which gives +1 base morale. Likewise, a Charisma modifier affects base morale directly. In fact, the various penalties and modifiers to base morale and morale rolls should be assumed to be the same, provided that they are not replaced by rules for similar situations. Any attempt to extract more wealth from the peasants will incur a penalty to base morale equal to the number of excess gp per month per family extracted, as the peasants grumble against this outrage. Reduction in levies likewise boosts base morale. Actually raising troops from the militia imposes a penalty on current morale checks equal to the gp value per family of troops raised (troops raised for only part of the month cost a proportional part of their gp value), +1 per 8 leagues (round down) distant the militia was deployed (weighted average of troop’s location during the month). These rules replace the ACKS rules for militia morale penalties. Rulers are advised to keep their deployments short and nearby!

With regards to personal authority, the existing table of modifiers should have the gp value row’s values read as regarding their domain income, not their net revenue. This gives a ruler of a domain with the same number of families the same personal authority as a ruler in a classic ACKS game. However, the campaign exp thresholds should NOT be adjusted. The medieval time is one of great kings going on great crusades, clan-lords leading daring raids, and other such bravery. There is no well-trod cursus honorum for medieval rulers to follow!

With respect to rulers who rule over other domains, they only owe their feudal lord the tax for their own peasants, plus half their receipts from their subfeudal realms. Tribute inefficiency for too many vassals is per ACKS. All feudal rulers must send troops when such a favor is called in, but many such rulers will not be the henchmen of their liege’s (as the liege needs to have several local officials be henchmen, per ACKS). Unsurprisingly, many Kings find themselves forced by the parsimony and unruliness of their barons into granting the rights that ACKS considers a Senatorial Realm. In a medieval context, this would be called a Parliamentary Realm. As in ACKS, this gives +1 to base morale in each sub-realm, and sets nonhenchman base loyalty to 0 instead of -2. In a clarification of the ACKS rules, the King gets one extra free favor per month, provided it is approved by Parliament, and his direct vassals may “share the burden” of this favor down the feudal chain, provided it is the same favor (i.e. a vassal asked to call up 1 gp of troops per family in his total domain may demand the same of each of his vassals, shifting the blame onto Parliament). However, medieval rulers do not benefit from the reduced penalties for calling up militia.

In medieval realms, especial the quasi-medieval realms of many fantasy settings, not all potentially croppable land is occupied. Therefore, domain population growth is not so much a matter of shopping for the nicest ruler, as a factor of the richness of the land and gentleness of the taxes. In medieval realms, therefore, current morale does not affect population growth. Rather, the difference in the land value of the domain from 6 gp, plus or minus any variation in the amount of wealth extracted by the ruler from the standard levies, is treated as the current morale score for the sole purpose of determining population growth. A 9 gp territory thus grows at an extra 3d10! families per thousand per month, or a shocking 18-20% year over year! However, this additional growth does bring a downside: plague. For each 30 persons (6 families) per square mile, rounded down, reduce a domains adjusted land value by 1 gp. As such, 9 gp (base) land can sustainably support a population of 119 persons per square mile. However, land may per improved, per the rules for improving land value, without limit (some might call this the Dutch Dikes Memorial Rule). As usual, warfare devastates realms with improved land value. Littoral domains can also gain additional population capacity from the sea, as per ACKS.

Classification of domains into outland, borderlands, and civilized, in a medieval milieu, works on the reverse principle from ACKS. After all, a large city like Paris or Rome might still find itself on the edge of the wild in medieval times! Simply, if a hex is within 8 leagues of wilderlands or lands populated by Chaos (beastman or human, it makes no difference), it is outlands. If it is not outlands and is with 16 leagues from said wilderlands/Chaos, or within 8 leagues of a Neutral foreign realm, it is borderlands. If it is neither, it is civilized. Note that Lawful realms make for good neighbors; however, most medieval realms are Neutral, even if they follow a Lawful religion (the lure of glory tempts many hearts!).

With regards to land value, random values should be generated for each hex, using the terrain-variable expressions in By This Axe. The lands of the medieval realm should be settled only if they are capable of maintaining their population levels, leaving patches of unsettled land amid civilized terrain. However, some of these lands should also be settled by the neighboring lords, with land improvements made to bring them to bare habitability. This expense allows lords to potentially improve the classification of their lands and potentially reduce their garrison expenses.

When a lord makes cash crops, the amount of crop the Lord gets is modified by the local demand modifier. Use the rules for determining the adjustments to demand modifiers found the JJ, excluding the age factor and the neighboring markets step. This sets the local supply value for each good. When producing goods as cash crops, the Lord gets a quantity of goods equal to the base cash value of 4 gp, divided by the price per stone, then multiplied by 1+(-(local supply modifier)/10). That is, if the local supply modifier is -2, the Lord should receive 20% more bulk of goods than the base value would indicate. To sell for profit, the crop must be moved to a market capable of adsorbing the sale, and the actual gold received is based on the rules for mercantile ventures. Having a Venturer henchman is worth considering for any lord intent on pursuing this route to riches. Note that improving land value can be done by corvee labor without the intermediate step of selling cash crops; likewise, stronghold values can be improved (to allow expansion into neighboring lands), and land improvements can be made, without needing to obtain cash.

Feedback encouraged!

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Am I reading it right that the actual income of the lord is 2gp per family after all the reductions? He will then find it very hard to pay wages for any militia he calls up, or to keep a core of men at arms. Or to pay for supply costs if he goes on campaign.

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He doesn’t pay wages, the troops serve because of the feudal contract, and hope for loot. As for supply cost, yes, it is easily crippling. The Lord is best off trying to live off the land. The goal of this system is imitate medieval-era armies, called up infrequently, living off the land, and with poor morale.

So, yes, the system is working as intended.

Thank you. It’s not the same as basic militia then, it’s like clanhold warriors. Militia takes wages when called up, clanhold warriors do not.

I like it.

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Thanks, I’ll edit to clarify.

Also…

This is clunky. I wrote it awhile ago, and, ugh, past me, why?

Edited version will just reduce land value by the overcrowding rate. So a “base” land value, an “improvements” addition, and an “overcrowding” reduction.

I think there is a small issue. Not sure how bad. Medieval lords did keep men at arms / serjeants who were not of the levy unless I am mistaken. The 2gp income does not support this I think. Some sort of dispensation for that would be in place. Household guard as part of living expenses?

Consider a Lord of 1000 families. He has 2000 gp per month, and could support a Mercenary Lieutenant (200gp), Quartermaster (40gp), Siege Engineer (50gp), Heavy Cavalry Marshall (120 gp), and 30 (a platoon) Veteran Heavy Infantry C (21 each, 660 gp total). That’s barely even half his net income.

Now, on the Personal Authority table, reading the top line as gross revenue as I suggested, that would be a 9th level fighter. Using the (optional!) Living Expense rules, he needs to blow 7,250 gp per month. But p. 173 actually is hard-put to find a way for him to blow that dough, resorting to a 3,000 gp villa (that isn’t a stronghold; medieval rulers live in their castles) a 1,000 gp courtesan (not in the medieval era) 1,000 gp of gladitorial games (for some reason not counting as holiday expenses), and 1,779 gp of “other”.

Bear in mind, having only spent half his net income, he has cash availible to spend on the the servants, stable master, kennel master, healer, tailor, all suggested on p. 173. Heck he could throw in a master blacksmith and co., too. Plus meat every day.

Arthur, King of the Britons, would be a 14th level Paladin, ruling a domain only the size of Britain, and an income much less than the Emperor of Rome, but the same personal combat level. That’s the point of these rules, to adjust incomes to medieval expectations.

Campaign XP would put him at 7th level with that income. A monthly upkeep of 1600gp. Living expenses can be adjusted, but they are definitely expected. All that quail and feasts do need to be a thing. With 1600gp spent on things not directly relevant to armies, he has 400 left over. If the household guard is a domain expense, spending on it would lessen his campaign income and thus xp gain, too.

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Perhaps I am unclear. My intention for these rules, especially the difference in how the personal authority table is read, is that domain with a given number of families will have higher-level character ruling them than in standard ACKS, and that, to have achieved his rank, said character must have gone on errantry; he cannot have simply rode the cursus honorum up to his current rank.

And, again, all those quail and feasts do not need to be a thing. That’s the point of this ruleset, to describe a different society than that assumed by the base rules. A society of lords living in cramped, dank castles, thinking roast venison the height of cuisine. A society where there are no “non-combatant fighters” (such as described in AXIOMS 9).

Basically, this ruleset necessitates completely throwing out Chapter 9 of the JJ, because the demographics of leveled NPCs is different in Arthurian myth than in Roman intrigue.

So the lords are not advancing mainly through campaign xp? What’s the in-world source of xp and advancement for them like? Clanholds/demchis have internal and external raids providing loot and xp for rulers and citizens too.

The role of living expenses is to make the circular economy model go round and round, no accruing capital and all that. So some form of living expenses are expected in the economic model. Of course, the dark secret is the economic model is not strictly absolutely a hundred percent mandatory to have at the bottom / at a 100 percent accurate.

Questing is the main source of xp for Lords. Beowulf becomes King of the Geats only after killing Grendel and his mom. Aragorn spends decades incognito as Thorongil. Then they settle down into semiretirement. Or, more likely, start leading wars and getting xp from Spoils of War and commanding successful armies.

As for living expenses, I’m not convinced that the circular flow should be going nicely. Those treasure hoards have to come from somewhere, after all! More seriously, I’d expect lords under this system to be consistently near-broke, which is historically accurate to the middle ages. I’m not criticizing the base ACKS rules (I mean, I do have criticisms of the base ACKS economic rules, but the errors tend to cancel each other out in a nice example of a Fermi estimate); I’m trying to adapt the ACKS rules to a fundamentally different fantasy milleu than ACKS’s Late Roman setting.

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Yes, I see that. Just trying to understand the entirety to see if there’s anything to pick up there. I’m rebuilding stuff myself for dwarves.

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