Economy (I): The Earldom Form

We will define the economy of Laplana using two existing systems, revised on the entry about bibliography: Hârnmanor and GURPS Daily Life and Economics (DLAE).

Hârnmanor will be used to create a standard manor and, from this point, generate the earldom by adding manors. To create a manor owned by the role-playing characters don’t use this system, better use the random system to have more fun.

DLAE will be used to establish the great infrastructures cost: the houses and the castles, the roads, etc.

This entry has information about using the form to generate an earldom. On the next entries we will explain the DLAE form, and finally we will show you and earldom as example.

A link to the form: Economy_Standard_Earldom.xslx


General form use

The form is divided on two parts:

  • The manor: describes a manor following the Hârnmanor system, but instead of random generation, a standard manor is defined. Includes sheets from A to F.
  • The earldom: describes an earldom with a certain number of manors. Includes sheets from 1 to 7.

Montorcan: Standard Earldom Economy

There are cells on different colors:

  • Blue: columns and rows titles.
  • White: cells that had to be filled.
  • Grey: formulas implying other cells.
  • Green: variables from the sources. You can change them, but affecting the sistem functioning.
  • Red: green cells modified. We recommend to change the color to identify whose cells had been modified in case you want to undo the changes.

The earldom sheets have the following contents:

  • 1 Laplana Earldoms: information about all the earldoms of Laplana.
  • 2 Earldom Data: information about the earldom we want to generate.
    • Earldom name.
    • Date of the description.
    • Years conquered: more time conquered implies a better state of thinds (better Fief Index, Trade Index, etc.).
    • Topography: the initial topography for a newly conquered earldom is “forests”. As the time passes, the topography improves.
    • Occupied territory: the recently conquered earldoms begin with a little part of their territory occupied by people (10%). The assart allow to increase this surface to his maximum in some cases (between 30% and 50%, depending on each earldom).
  • 3 Earldom Nobility: a brief summary of the quantity of noble families in the earldom.
  • 5 Earldom Army: army available for a noble in case of emergency, adding the men of his own manor and his vassals men.
  • 6 Cities: Use the QZIL Kingdom Generator to know how many cities there are in the earldom. Use the earldom density and area. Small and Medium villages are like the villages for each manor and are not taken into account as cities, so ignore them. You can copy the tables and paste them into the form. This way you will know how many craftsmen live in each city.
  • 7 Mines: as said into Grain into Gold, any attempt to find an explotation rule for the mines is condemned to fail. Because of that, we will simply define which mines are in the earldom. This way we will know with which materials we can build infrastructures without paying extra cost for transportation.

The manor sheets have the following contents:

  • A Manor Data: general data about the standard manor. Contains the following data:
    • Topography: as pointed on Manor 31. In a recently conquered manor, will be “forest” until prepared for exploitation.
    • Gross Acres: the total area, in acres, of the manor.
    • Land Quality: the quality of the land. The agricultural infrastructures can help to improve the quality.
    • Fief Index: fief preparation to live in the manor: roads, brigdes, walls, etc.
    • Trade Index: proximity to other markets to change goods. Good roads and navigable rivers help to improve the commerce.
    • Weather Index: it depends on the territory. Normally, northern earldom have worse climate than southern ones.
  • B Fief Budget: the topography have a strong influence on the fief budget, because it establishes the relation between forests, crops and pastures.
    • 2% is the mininum assart to maintain the manor in good conditions. More acres of assart help gaining terrain to the forest for crops and pastures (in the manor).
  • C Lord’s Budget: what remains of the budget is the Privy Purse. Is the only part that can be treasured on coin. It’s useful for saving, increase the troops in case of war, building new infrastructures (normally castles and roads) and maintain the old ones, etc.
  • D Lord’s Household: people living in the Lord’s house. There is a proportion between the manor size and quantity of people to maintain a the status. Vavassors, Comdors and Counts houses have to be bigger than merely Lords.
  • E Village Census: the correspondence with Laplanian society is:
    • Craftsmen, Farmer, Yeomen and Large Farmer are allodial peasants;
    • Villein, Freehold villein, Tenant officer, Half-villein and Cottar are emphiteutic peasants;
    • Slave are serfs.
  • F Churches: these are the parishes. For every Priest there is a different parish in the manor. On the years where parishes didn’t exist yet, simply ignore this sheet.

About Roger Trobanoms

Roleplaying Master, playing Fate Core in a Medieval fantasy setting of his own creation.
This entry was posted in Economy, Laplana and tagged . Bookmark the permalink.

One Response to Economy (I): The Earldom Form

  1. Pingback: Laplana Earldoms: The Standard Manor | Table RPG

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